Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Bear Race 1.7.6Mod that allows you to play as an adventurer who somehow ended up with humanlike intelligence, but the body of a bear. Bears are an unusual adventurer species. They are unable to use most equipment (hat, lite, amulet, cape and tool only), but are very strong, fast and tough and have a rather powerful racial talent tree. Racial talents Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Class: Hunted 1.7.6A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Free Respec But only stats and talents 1.7.4Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats and talents freely at any time. based on Free Respec by youhei, which is based on Full Respecialization by Time to Die. Weight: 100 Superload: Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Bloodriver Adherent Class 1.7.6Adds Bloodriver Adherent class, a Mage subclass. Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately. Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast. There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible. There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by: This subclass is a bit tricky to play and on the harder side of difficulty-wise. Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself! If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers. Please enjoy your time as One of The Bloodriver Adherents! Best regards, Shad3. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Hiveminder Class 1.7.0Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense. Hiveminder talent trees include: Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies! Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up. Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences. Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Bear |
Class | Brawler |
Level / Exp | 41 / 94% |
Size | gargantuan |
Lifes / Deaths | Killed by Ivivea the anorithil at level 41 on the 25th Pain 124th year of Ascendancy at 22:04 / 1 |
Primary Stats
Strength | 175 (base 60) |
Dexterity | 61 (base 60) |
Constitution | 82 (base 10) |
Magic | 10 (base 10) |
Willpower | 16 (base 10) |
Cunning | 59 (base 42) |
Resources
Life | -874/2240 |
Stamina | 151/235 |
Healing Factor | 1.4294172276306 |
Regeneration | 4.6456059897996 |
Speed
Mental | +2.2204460492503E-14% |
Attack | 0% |
Movement | +111% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11.004 |
Lite | 4.016 |
Infravision | 5 |
See Stealth | 36.114050962765 |
See Invisible | 45.150050962765 |
Offense: Barehand
Damage | 291 |
Accuracy | 54 |
Crit Chance | 26% |
APR | 0 |
Speed | 0.80 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Physical | +11% |
Lightning | +13% |
Fire | +11% |
All | 0% |
Offense: Damage Penetration
Fire | +21% |
Defense: Base
Armour (hardiness) | 94.546343788746 (35.65183292883%) |
Defense | 68 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 75 |
Spell Save | 50 |
Mental Save | 56 |
Defense: Resistances
Cold | + 19%( 70%) |
Fire | + 16%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Teleport Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 284 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Grappling | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Bear | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
Tool | Korbek's Spyglass Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +6 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Around neck | The Far-Hand The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +11 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (110). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Light source | alchemist's lamp 'Hellswrecker' alchemist's lamp 'Hellswrecker'1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +13% lightning Res.pen +21% fire ----- def ----- Resists +13% fire Crit.chn- 10.04% Max.HP +63.25 ---------- misc Light +4 See.Invis +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +6 Str +6 Wil +6 Con -4 Lck dps ---------- Dmg.mod +11% physical +11% fire ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Masteries +1.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 6.6 Pwr.cost 45 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 8 into utter confusion (power: 60%) for 3 turns. The sound wave is so strong, your foes also take 375.35 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Cloak | Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +16% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Inventory
medical injector implant (efficiency 98% / cooldown 97%) medical injector implant (efficiency 98% / cooldown 97%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 98% efficiency and cooldown mod of 97%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 7) steam generator implant (steam 7)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.2 steam per turn. Can be activated for an instant burst of 36 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 40; cd 15) healing infusion (heal 40; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the titan (speed 812%; cd 14) movement infusion of the titan (speed 812%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 812% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 181; 14 cd) regeneration infusion (heal 181; 14 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 181 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
biting gale rune (damage 61; dur 4; cd 21) biting gale rune (damage 61; dur 4; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 61.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 270; dur 5; cd 14) shielding rune (absorb 270; dur 5; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 270 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 127; dur 5; cd 16) shielding rune (absorb 127; dur 5; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 127 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Air Recycler 2 schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper 2 schematic: Alchemist's Helper0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement 2 schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Back Support 3 schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Brain Cap schematic: Brain Cap0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell 2 schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge schematic: Crystal Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating schematic: Crystal Plating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field 2 schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell 2 schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor schematic: Fatal Attractor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve 2 schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flare Shell 3 schematic: Flare Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flash Powder 3 schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens 2 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve 2 schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fungal Web 4 schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hand Cannon 2 schematic: Hand Cannon0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Headlamp 3 schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell 2 schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Iron Grip 3 schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder 2 schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil schematic: Lightning Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil schematic: Mana Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve 2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof Coating 2 schematic: Rustproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Projector 3 schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge schematic: Shocking Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree schematic: Silver Filigree0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell schematic: Solid Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple 2 schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun 3 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw 2 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade schematic: Thunder Grenade0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher schematic: Toxic Cannister Launcher0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Shell schematic: Toxic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve schematic: Unstoppable Force Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector 2 schematic: Viral Injector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Shell 2 schematic: Voltaic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve schematic: Water Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge schematic: Winterchill Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Payload schematic: Payload0.1 T5 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Floeterror Floeterror0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Phys.spd +10% Dmg.mod +15% cold +7% physical Res.pen +5% nature ----- def ----- Resists +9% cold +24% mind +6% nature Heal.mod +10% Cut- +60% Confus- +45% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 145 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Aroldann the Dazzletitan Aroldann the Dazzletitan0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% mind +18% cold Melee Ret 8 light 2 cold On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Resists +9% light Silence- +39% ---------- misc Mana/turn +0.30 Light +3 Rings make your fingers look great! |
elven-wood magestaff of the prodigy (25-30 power, 5 apr, cold element) elven-wood magestaff of the prodigy (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Mag +13 Wil +8 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+11 eff.) S.pwr/crit +8 Dmg.mod +25% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's elven-wood starstaff of wizardry (25-30 power, 5 apr, physical element) magelord's elven-wood starstaff of wizardry (25-30 power, 5 apr, physical element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Mag +1 Wil dps ---------- Phys.crit +8.0% Spell.crit +4% Spell.pwr +23 (+16 eff.) Melee+ 21 arcane Dmg.mod +25% physical ---------- misc Max.mana +125.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging elven-wood starstaff of power (25-30 power, 5 apr, darkness element) surging elven-wood starstaff of power (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +20 (+15 eff.) S.pwr/crit +6 Dmg.mod +25% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hateful voratun battleaxe of erosion (58-86 power, 4 apr) hateful voratun battleaxe of erosion (58-86 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego] Nature/Psionic Power 57.5 - 86.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +16 nature +14 darkness Against +17% Living Massive two-handed battleaxes. |
blazebringer's voratun greatsword of projection (59-94 power, 4 apr) blazebringer's voratun greatsword of projection (59-94 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Nature/Psionic Power 59.0 - 94.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +124 fire On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- All.spd +3% Res.pen +16% fire Massive two-handed swords. |
flaming voratun greatsword of amnesia (62-99 power, 4 apr) flaming voratun greatsword of amnesia (62-99 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Arcane/Psionic Power 62.0 - 99.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +19 fire On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed swords. |
truestriking voratun greatsword of disruption (61-98 power, 4 apr) truestriking voratun greatsword of disruption (61-98 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Disrupt/Master Power 61.0 - 97.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Against +17% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Res.pen +12% physical Acc +24 (+7 eff.) Apr +13 Massive two-handed swords. |
voratun greatsword of evisceration (64-103 power, 4 apr) voratun greatsword of evisceration (64-103 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Master Power 64.5 - 103.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 398 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +13 (+2 eff.) Massive two-handed swords. |
Anmalice (47-66 power, 20 apr) Anmalice (47-66 power, 20 apr)3.0 T4 longsword 1H weapon Reqs Wil 20 [Unique] Psionic/Unknown Power 47.0 - 65.8 Physical Uses 10% Wil, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+4 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-10 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Zubinor the stralite longsword (34-48 power, 5 apr) Zubinor the stralite longsword (34-48 power, 5 apr)3.0 T4 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Power 34.0 - 47.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +11 light +10 darkness Against +22% Undead +15% Living While equipped: Stats +2 Mag dps ---------- Phys.crit +9.0% Spell.crit +1% Crit.mult +19.00% Spell.pwr +25 (+17 eff.) S.pwr/crit +2 Dmg.mod +3% arcane Apr +12 ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.vim +10.00 Sharp, long, and deadly. |
enhanced stralite longsword of amnesia (35-49 power, 5 apr) enhanced stralite longsword of amnesia (35-49 power, 5 apr)3.0 T4 longsword 1H weapon [Ego++] Nature/Psionic Power 35.0 - 49.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +7 Str +9 Dex +5 Mag +8 Wil +4 Cun +7 Con Sharp, long, and deadly. |
inquisitor's stralite longsword (34-47 power, 5 apr) inquisitor's stralite longsword (34-47 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Disrupt Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit: * Deals 45 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Sharp, long, and deadly. |
stralite longsword of crippling (32-45 power, 5 apr) stralite longsword of crippling (32-45 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Master Power 32.0 - 44.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Sharp, long, and deadly. |
balanced voratun longsword of enduring (42-59 power, 6 apr) balanced voratun longsword of enduring (42-59 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Nature/Master Power 42.0 - 58.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Con +11 Wil dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Max.HP +20.00 Disarm- +31% Sharp, long, and deadly. |
hateful voratun longsword of erosion (44-61 power, 6 apr) hateful voratun longsword of erosion (44-61 power, 6 apr)3.0 T5 longsword 1H weapon [Ego] Nature/Psionic Power 43.5 - 60.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +14 nature +14 darkness Against +9% Living Sharp, long, and deadly. |
flaming stralite mace of ruin (37-52 power, 5 apr) flaming stralite mace of ruin (37-52 power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Arcane/Master Power 37.0 - 51.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit.r1 +11 fire While equipped: dps ---------- Phys.crit +9.0% Crit.mult +21.00% Apr +11 Blunt and deadly. |
Firesmash the voratun mace (46-64 power, 6 apr) Firesmash the voratun mace (46-64 power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Nature/Master Power 45.5 - 63.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +71 fire While equipped: Stats +14 Str +13 Dex +10 Mag +11 Wil +9 Cun +11 Con dps ---------- All.spd +2% Dmg.mod +9% fire +11% physical Res.pen +5% darkness +26% fire Acc +14 (+4 eff.) Melee Ret 4 darkness 2 fire ----- def ----- Resists +9% darkness Blunt and deadly. |
flaming stralite waraxe of enduring (29-41 power, 5 apr) flaming stralite waraxe of enduring (29-41 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Arcane/Nature Power 29.0 - 40.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +12 fire While equipped: Stats +7 Con +9 Wil ----- def ----- Max.HP +45.00 One-handed war axes. |
hateful stralite waraxe of paradox (34-47 power, 5 apr) hateful stralite waraxe of paradox (34-47 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane/Psionic Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +9 darkness +10 temporal Against +11% Living While equipped: ----- def ----- Resists +17% temporal One-handed war axes. |
manaburning stralite dagger of amnesia (29-38 power, 9 apr) manaburning stralite dagger of amnesia (29-38 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Disrupt/Psionic Power 29.0 - 37.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 18 arcane resource burn * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly. |
stralite dagger 'Flashgasher' (28-37 power, 9 apr) stralite dagger 'Flashgasher' (28-37 power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Arcane/Master Power 28.5 - 37.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +9 Mag +6 Wil dps ---------- Phys.crit +5.0% Spell.pwr +9 (+9 eff.) Dmg.mod +12% lightning Res.pen +10% all Acc +17 (+5 eff.) Apr +11 Melee Ret 10 lightning 6 nature Sharp, short and deadly. |
acidic voratun dagger of paradox (38-50 power, 9 apr) acidic voratun dagger of paradox (38-50 power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Arcane Power 38.5 - 50.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +11 temporal On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: ----- def ----- Resists +12% temporal Sharp, short and deadly. |
elemental voratun dagger of evisceration (36-47 power, 9 apr) elemental voratun dagger of evisceration (36-47 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Arcane/Master Power 36.0 - 46.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) On Crit: * Wound the target dealing 398 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+2 eff.) Dmg.mod +17% fire Res.pen +10% fire Sharp, short and deadly. |
projecting living mindstar of life (16-18 power, 40 apr, mind damage) projecting living mindstar of life (16-18 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Power 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +13% lightning +21% fire +13% cold ----- def ----- Max.HP +35.00 HP.reg +1.10 ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wyrm's living mindstar of sand (16-18 power, 40 apr, mind damage) wyrm's living mindstar of sand (16-18 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Melee+ 3 lightning 16 physical 5 fire 7 acid 9 cold Dmg.mod +11% physical Res.pen +12% physical ----- def ----- Resists +2% lightning +19% physical +9% cold +6% fire +4% acid ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
impervious stralite steamsaw (32-48 power, 0 apr) impervious stralite steamsaw (32-48 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 32.0 - 48.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +66 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con ----- def ----- Armour +11 Defense +8 (+2 eff.) Fatigue +10% Phys.save +8 (+2 eff.) ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
stralite steamsaw of crushing (32-48 power, 0 apr) stralite steamsaw of crushing (32-48 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 32.0 - 48.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +72 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +12 (+2 eff.) ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
swashbuckler's stralite steamsaw (34-50 power, 0 apr) swashbuckler's stralite steamsaw (34-50 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 33.5 - 50.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +72 Uses 1.0 Steam While equipped: Stats +10 Str +7 Dex dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Airripper the reinforced leather sling Airripper the reinforced leather sling4.0 T4 sling 1H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +17 acid On Crit.r2 +8 lightning +8 mind While equipped: Stats +4 Cun +5 Wil dps ---------- Dmg.mod +16% acid +12% lightning ---------- misc Psi/ret +0.20 Max.hate +10.00 Slings are used to hurl stones or metal shots at your foes. |
Cracklespawner Cracklespawner4.0 T4 sling 1H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +20 temporal +16 fire On Hit.r1 +12 lightning +16 blight While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% arcane +20% lightning ----- def ----- Resists +9% lightning ---------- misc Mana/turn +0.24 Slings are used to hurl stones or metal shots at your foes. |
stormbringer's reinforced leather sling of cunning (+4) stormbringer's reinforced leather sling of cunning (+4)4.0 T4 sling 1H weapon Reqs Shoot [Ego+] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Crit.r2 +29 lightning +13 cold While equipped: Stats +4 Cun dps ---------- Mov.spd +24% Res.pen +11% lightning +13% cold +7% physical Slings are used to hurl stones or metal shots at your foes. |
Xurin the drakeskin leather sling Xurin the drakeskin leather sling4.0 T5 sling 1H weapon Reqs Shoot [Random Unique] Nature/Master Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +10 Proj.spd +200% While equipped: Stats +6 Str +2 Con dps ---------- Phys.crit +12.0% Phys.pwr +11 (+2 eff.) Acc +11 (+3 eff.) ----- def ----- Resists +5% arcane ---------- misc Stam/turn +2.00 Masteries +0.10 Wild-gift/Fungus Regenerate 260 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
enhanced stralite steamgun enhanced stralite steamgun4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Str +7 Dex +7 Mag +7 Wil +4 Cun +7 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
caustic voratun steamgun of true flight caustic voratun steamgun of true flight4.0 T5 steamgun 1H weapon Reqs Shoot Steam Pool [Ego++] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +17 acid +21 nature Uses 2.0 Steam While equipped: dps ---------- Phys.crit +9.0% Res.pen +12% acid +12% nature Acc +8 (+2 eff.) Apr +6 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty voratun steamgun of recursion mighty voratun steamgun of recursion4.0 T5 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed quiver of elven-wood arrows (22/22, 58-81 power, 14 apr) barbed quiver of elven-wood arrows (22/22, 58-81 power, 14 apr)3.0 T4 arrow ammo [Ego+] Master Power 58.0 - 81.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +16.5% Capacity 22 On Crit: * Wound the target dealing 398 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
barbed quiver of elven-wood arrows of disruption (22/22, 56-78 power, 14 apr) barbed quiver of elven-wood arrows of disruption (22/22, 56-78 power, 14 apr)3.0 T4 arrow ammo [Ego++] Disrupt/Master Power 56.0 - 78.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +14.5% Capacity 22 Against +14% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On Crit: * Wound the target dealing 398 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
blazing pouch of voratun shots of erosion (22/22, 54-64 power, 6 apr) blazing pouch of voratun shots of erosion (22/22, 54-64 power, 6 apr)3.0 T5 shot ammo [Ego] Nature Power 53.5 - 64.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 22 Ranged+ +11 nature +25 fire On Crit.r2 +8 fire Shots are used with slings to pummel your foes to death. |
hateful pouch of voratun shots of daylight (22/22, 52-62 power, 6 apr) hateful pouch of voratun shots of daylight (22/22, 52-62 power, 6 apr)3.0 T5 shot ammo [Ego+] Arcane/Psionic Power 52.0 - 62.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 22 Ranged+ +13 darkness +12 light Against +7% Living +16% Undead Shots are used with slings to pummel your foes to death. |
acidic voratun shield of lightning resistance (+27%) (0 def, 10 armour, 192.5 block) acidic voratun shield of lightning resistance (+27%) (0 def, 10 armour, 192.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 acid Melee Ret 11 acid ----- def ----- Armour +10 Fatigue +8% Resists +27% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
coruscating voratun shield of patience (0 def, 10 armour, 207.5 block) coruscating voratun shield of patience (0 def, 10 armour, 207.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Str dps ---------- Melee Ret 8 fire ----- def ----- Armour +10 Fatigue +8% Resists +14% temporal +16% fire ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (175) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
impervious voratun shield of crushing (0 def, 17 armour, 248 block) impervious voratun shield of crushing (0 def, 17 armour, 248 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con dps ---------- Phys.crit +3.0% Phys.pwr +9 (+2 eff.) ----- def ----- Armour +17 Fatigue +8% Phys.save +12 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
windwalling voratun shield of earthen fury (0 def, 18 armour, 199.5 block) windwalling voratun shield of earthen fury (0 def, 18 armour, 199.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil ----- def ----- Armour +18 Fatigue +8% Resists +14% physical Shield.near.proj +61 Proj.slow +29% ---------- misc Talents +1 Block Handheld deflection devices. |
Unlightravager (6 def, 6 armour) Unlightravager (6 def, 6 armour)2.0 T4 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Wil +13 Mag dps ---------- Spell.crit +4% Mind.crit +5% Spell.pwr +6 (+6 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +35% light +20% temporal +13% arcane +9% darkness Res.pen +10% darkness ----- def ----- Armour +6 Defense +6 (+2 eff.) Resists +9% darkness +14% light +13% all Mind.save +23 (+7 eff.) Max.HP +51.00 ---------- misc Max.mana +56.00 Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven silk robe of darkness (+31%) (0 def, 0 armour) spellwoven silk robe of darkness (+31%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +5 (+5 eff.) Dmg.mod +21% darkness ----- def ----- Resists +31% darkness +13% all Spell.save +18 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient elven-silk robe (0 def, 0 armour) ancient elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% temporal +5% physical Res.pen +10% temporal +11% physical ----- def ----- Resists +15% all Anom.red +14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing elven-silk robe of Linaniil (0 def, 0 armour) focusing elven-silk robe of Linaniil (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +11% Spell.pwr +17 (+13 eff.) ----- def ----- Resists +15% all ---------- misc Mana/turn +0.52 Psi/turn +0.10 Max.mana +58.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of Linaniil (0 def, 0 armour) mindwoven elven-silk robe of Linaniil (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Spell.crit +8% Mind.crit +3% Spell.pwr +23 (+16 eff.) Mind.pwr +4 (+2 eff.) ----- def ----- Resists +15% all Mind.save +15 (+5 eff.) ---------- misc Mana/turn +0.15 Max.mana +70.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering elven-silk robe of light (+33%) (0 def, 0 armour) shimmering elven-silk robe of light (+33%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +19% arcane +22% light ----- def ----- Resists +33% light +15% all ---------- misc Max.mana +26.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
duelist's reinforced leather armour of the hero (17 def, 13 armour) duelist's reinforced leather armour of the hero (17 def, 13 armour)9.0 T4 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +5 Str +13 Dex +3 Mag +6 Wil +12 Cun ----- def ----- Armour +13 Defense +17 (+5 eff.) Fatigue +8% Max.HP +42.00 A suit of armour made of leather. |
multi-hued reinforced leather armour of Eyal (12 def, 7 armour) multi-hued reinforced leather armour of Eyal (12 def, 7 armour)9.0 T4 light armor [Ego++] Nature While equipped: dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +10% acid +10% physical +8% cold +9% lightning +14% fire Max.HP +24.00 HP.reg +4.00 Heal.mod +14% A suit of armour made of leather. |
rejuvenating reinforced leather armour of natural resilience (12 def, 7 armour) rejuvenating reinforced leather armour of natural resilience (12 def, 7 armour)9.0 T4 light armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +14% nature +11% blight D.Red.from +12% Unnatural HP.reg +6.80 ---------- misc Stam/turn +1.40 A suit of armour made of leather. |
rejuvenating reinforced leather armour of thunder (12 def, 7 armour) rejuvenating reinforced leather armour of thunder (12 def, 7 armour)9.0 T4 light armor [Ego+] Arcane/Nature While equipped: Stats +6 Str +7 Mag +6 Wil dps ---------- Phys.crit +8.0% Spell.crit +6% Mind.crit +8% Phys.pwr +18 (+3 eff.) Spell.pwr +16 (+13 eff.) Mind.pwr +15 (+7 eff.) ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +14% lightning HP.reg +5.60 ---------- misc Stam/turn +1.70 A suit of armour made of leather. |
enlightening drakeskin leather armour of Toknor (20 def, 8 armour) enlightening drakeskin leather armour of Toknor (20 def, 8 armour)9.0 T5 light armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +6 Wil dps ---------- Phys.crit +4.0% Crit.mult +14.00% Phys.pwr +7 (+1 eff.) ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Mind.save +18 (+5 eff.) A suit of armour made of leather. |
enlightening drakeskin leather armour of clarity (20 def, 8 armour) enlightening drakeskin leather armour of clarity (20 def, 8 armour)9.0 T5 light armor [Ego+] Psionic While equipped: Stats +6 Cun +7 Wil ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +8% mind Mind.save +39 (+11 eff.) A suit of armour made of leather. |
volcanic drakeskin leather armour of the wind (30 def, 15 armour) volcanic drakeskin leather armour of the wind (30 def, 15 armour)9.0 T5 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +6.0% Melee+ 7 fire Ranged+ 5 fire Apr +20 ----- def ----- Armour +15 Defense +30 (+8 eff.) Fatigue +8% Resists +22% fire +21% physical ---------- misc Stam/turn +0.90 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 184 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
hardened dwarven-steel mail armour of delving (3 def, 15 armour) hardened dwarven-steel mail armour of delving (3 def, 15 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +6 Str ----- def ----- Armour +15 Defense +3 (+1 eff.) Fatigue +12% Resists +6% acid +15% physical +12% darkness +8% cold +7% lightning +9% fire ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
fortifying voratun mail armour (5 def, 10 armour) fortifying voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +4 Con ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Max.HP +65.00 A suit of armour made of mail. |
fortifying voratun mail armour of stability (5 def, 10 armour) fortifying voratun mail armour of stability (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +8% physical Phys.save +15 (+4 eff.) Max.HP +93.00 A suit of armour made of mail. |
hardened voratun mail armour of spell shielding (5 def, 18 armour) hardened voratun mail armour of spell shielding (5 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +18 Defense +5 (+2 eff.) Fatigue +12% Resists +8% acid +11% physical +5% lightning +9% fire +7% arcane +10% cold Spell.save +15 (+5 eff.) A suit of armour made of mail. |
impenetrable voratun mail armour of spell shielding (5 def, 25 armour) impenetrable voratun mail armour of spell shielding (5 def, 25 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +25 Defense +5 (+2 eff.) Fatigue +12% Resists +9% arcane Spell.save +19 (+6 eff.) A suit of armour made of mail. |
impenetrable voratun mail armour of thunder (5 def, 20 armour) impenetrable voratun mail armour of thunder (5 def, 20 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +6 Str +6 Mag +8 Wil dps ---------- Phys.crit +5.0% Spell.crit +6% Mind.crit +6% Phys.pwr +16 (+3 eff.) Spell.pwr +16 (+13 eff.) Mind.pwr +15 (+7 eff.) ----- def ----- Armour +20 Defense +5 (+2 eff.) Fatigue +12% Resists +17% lightning A suit of armour made of mail. |
rejuvenating voratun mail armour of fire resistance (5 def, 10 armour) rejuvenating voratun mail armour of fire resistance (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +15% fire HP.reg +7.60 ---------- misc Stam/turn +2.00 A suit of armour made of mail. |
searing voratun mail armour (5 def, 10 armour) searing voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 14 acid 12 fire Melee Ret 10 acid 12 fire ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +16% acid +19% fire A suit of armour made of mail. |
Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+10 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 25 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Ce'Neba (10 def, 24 armour) Ce'Neba (10 def, 24 armour)17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: dps ---------- Mind.crit +2% ----- def ----- Armour +24 Defense +10 (+3 eff.) Fatigue +22% Resists +34% acid +26% fire +11% cold Phys.save +6 (+2 eff.) ---------- misc Hate/m.crit +1.00 Max.stam +30.00 Breathe water A suit of armour made of metal plates. |
grounding hardened leather belt of transcendence grounding hardened leather belt of transcendence1.0 T3 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Resists +9% lightning +9% temporal Phys.save +9 (+2 eff.) A belt that goes around your waist. |
hardened leather belt of magery hardened leather belt of magery1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +7 Mag +6 Wil dps ---------- Spell.crit +4% A belt that goes around your waist. |
drakeskin leather belt 'Mayikira' drakeskin leather belt 'Mayikira'1.0 T5 belt armor [Random Unique] Arcane/Nature While equipped: Stats +4 Str +10 Mag +9 Wil +6 Con dps ---------- Spell.crit +5% Phys.pwr +10 (+2 eff.) ----- def ----- Resists +3% fire +3% mind +1% physical Phys.save +11 (+3 eff.) Spell.save +3 (+1 eff.) HP.reg +3.00 Heal.mod +19% Silence- +20% ---------- misc Equi/ret +0.12 Size +1 A belt that goes around your waist. |
spellcowled cashmere cloak of mindcraft (2 def, 0 armour) spellcowled cashmere cloak of mindcraft (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +6 Wil +3 Cun dps ---------- Mind.crit +6% ----- def ----- Defense +2 (+1 eff.) Spell.save +8 (+3 eff.) ---------- misc Max.mana +58.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's elven-silk cloak of protection (3 def, 0 armour) murderer's elven-silk cloak of protection (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Arcane/Master While equipped: Stats +1 Cun +3 Dex dps ---------- Acc +6 (+2 eff.) Apr +9 ----- def ----- Defense +3 (+1 eff.) Spell.save +10 (+3 eff.) Mind.save +11 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots of strife (0 def, 3 armour) pair of hardened leather boots of strife (0 def, 3 armour)2.0 T3 feet armor [Ego+] Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Mind.pwr +6 (+3 eff.) Res.pen +7% physical ----- def ----- Armour +3 Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 45 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of drakeskin leather boots of invasion (0 def, 5 armour) pair of drakeskin leather boots of invasion (0 def, 5 armour)2.0 T5 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +6 (+1 eff.) Res.pen +7% physical ----- def ----- Armour +5 A pair of boots made of leather. |
fleetfooted pair of dwarven-steel boots of force (8 def, 4 armour) fleetfooted pair of dwarven-steel boots of force (8 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master/Psionic While equipped: Stats +1 Dex dps ---------- Phys.pwr +8 (+1 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Armour +4 Defense +8 (+2 eff.) Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Stralite Sand Shredder (0 def, 1 armour) Stralite Sand Shredder (0 def, 1 armour)1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Unarmed combat: Power 6.5 - 7.2 Physical Uses 40% Str, 40% Cun, 40% Dex Apr +1 Crit +1.0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
alchemist's drakeskin leather gloves of archery (0 def, 3 armour) alchemist's drakeskin leather gloves of archery (0 def, 3 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Dex +4 Mag +3 Wil +9 Cun dps ---------- Melee+ 6 acid 4 fire 6 cold 6 lightning Acc +7 (+2 eff.) Apr +7 ----- def ----- Armour +3 Unarmed combat: Power 26.5 - 29.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +12 Crit +5.0% Atk.spd 125% Melee+ +12 ice +20 fire +9 acid +10 lightning On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
blighted drakeskin leather gloves of dexterity (+5) (0 def, 3 armour) blighted drakeskin leather gloves of dexterity (+5) (0 def, 3 armour)1.0 T4 hands armor [Ego] Arcane/Master While equipped: Stats +5 Dex dps ---------- Melee+ 7 blight Dmg.mod +4% blight Acc +18 (+6 eff.) ----- def ----- Armour +3 Resists +8% blight Unarmed combat: Power 25.0 - 27.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +5 Crit +12.0% Atk.spd 125% On Crit.r2 +10 blight On Hit: 20% Soul Rot 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand drakeskin leather gloves of war-making (0 def, 12 armour) sand drakeskin leather gloves of war-making (0 def, 12 armour)1.0 T4 hands armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +11.0% Spell.crit +11% Mind.crit +11% Crit.mult +9.00% Melee+ 13 physical Dmg.mod +5% physical ----- def ----- Armour +12 Unarmed combat: Power 29.5 - 32.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +9.0% Atk.spd 125% On Hit.r1 +9 physical On Crit.r2 +9 physical On Hit: 10% Sand Breath 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm drakeskin leather gloves of dexterity (+3) (0 def, 3 armour) storm drakeskin leather gloves of dexterity (+3) (0 def, 3 armour)1.0 T4 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 8 lightning Dmg.mod +7% lightning Acc +19 (+6 eff.) ----- def ----- Armour +3 Resists +6% lightning Unarmed combat: Power 27.0 - 29.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +5 Crit +14.0% Atk.spd 125% On Crit.r2 +7 lightning On Hit: 10% Lightning Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal drakeskin leather gloves of dexterity (+4) (0 def, 3 armour) temporal drakeskin leather gloves of dexterity (+4) (0 def, 3 armour)1.0 T4 hands armor [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Melee+ 16 temporal Ranged+ 11 temporal Dmg.mod +9% temporal Acc +15 (+5 eff.) ----- def ----- Armour +3 Resists +11% temporal Unarmed combat: Power 27.0 - 29.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +5 Crit +14.0% Atk.spd 125% On Hit: * 9% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 9.0 - 12.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
Relgyduchak the cashmere wizard hat (2 def, 0 armour) Relgyduchak the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +9 Str +6 Mag +6 Wil +6 Cun +3 Con dps ---------- Mind.pwr +5 (+2 eff.) On Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+1 eff.) ---------- misc Light +1 Infravis +3 A pointy cloth hat, very wizardly... |
fearwoven cashmere wizard hat of the mind (+5%) (2 def, 0 armour) fearwoven cashmere wizard hat of the mind (+5%) (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +7 (+3 eff.) Dmg.mod +10% physical +10% darkness +16% mind ----- def ----- Defense +2 (+1 eff.) Resists +5% physical +10% darkness +16% mind ---------- misc Max.hate +8.00 A pointy cloth hat, very wizardly... |
grounding rough leather cap (0 def, 1 armour) grounding rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
rough leather cap of trickery (0 def, 1 armour) rough leather cap of trickery (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Apr +5 ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-1 eff.) Spell.pwr -10 (-10 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-2 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Lorotoldil the Cloudwarden (2 def, 0 armour) Lorotoldil the Cloudwarden (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Mag +2 Con dps ---------- Dmg.mod +3% lightning +19% arcane +15% mind Res.pen +15% arcane ----- def ----- Defense +2 (+1 eff.) Resists +15% mind +5% arcane ---------- misc Max.mana +10.00 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Zanorak the Hazehack (3 def, 0 armour) Zanorak the Hazehack (3 def, 0 armour)2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +5 (+2 eff.) Dmg.mod +19% cold Res.pen +10% temporal ----- def ----- Defense +3 (+1 eff.) Resists +10% lightning +13% temporal +49% cold Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Psi/turn +0.14 A pointy cloth hat, very wizardly... |
Gloraldara the Dazzleking (6 def, 13 armour) Gloraldara the Dazzleking (6 def, 13 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +7 Dex dps ---------- Dmg.mod +13% light +4% darkness ----- def ----- Armour +13 Defense +6 (+2 eff.) Fatigue +5% Resists +13% light +13% darkness +7% all Phys.save +11 (+3 eff.) ---------- misc Stam/ret +3.01 Equi/ret +2.51 Infravis +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate 2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
101 alchemist agate 101 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.04 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Light of Revelation Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
alchemist's lamp 'Lightningsaw' alchemist's lamp 'Lightningsaw'1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +10% mind Res.pen +21% mind +6% fire ----- def ----- Resists +7% lightning +13% mind Max.HP +51.10 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal alchemist's lamp of corpselight ethereal alchemist's lamp of corpselight0.0 T3 lite [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +4% Spell.pwr +12 (+11 eff.) ----- def ----- Resists +10% blight +5% darkness ---------- misc Light +6 Infravis +4 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 35 blight damage or heals 52 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
soothing dwarven-steel torque of gale force [power 215] (15 cooldown) soothing dwarven-steel torque of gale force [power 215] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 239 physical damage Puts all charms on 15 cooldown 100% to heal for 51. Torques are made by powerful psionics to store psionic powers. |
evasive ash totem of thorny skin [power 26] (20 cooldown) evasive ash totem of thorny skin [power 26] (20 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
evasive elven-wood wand of shielding [power 290] (20 cooldown) evasive elven-wood wand of shielding [power 290] (20 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Yeti's Muscle Tissue (Astral) Yeti's Muscle Tissue (Astral)1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
By Ardyneon the Bear Brawler level 35
8th Pain 124th year of Ascendancy at 20:20 see stats
By Ardyneon the Bear Brawler level 15
19th Retaking 124th year of Ascendancy at 15:21 see stats
By Ardyneon the Bear Brawler level 32
4th Revenge 124th year of Ascendancy at 01:14 see stats
By Ardyneon the Bear Brawler level 10
14th Retaking 124th year of Ascendancy at 15:37 see stats
By Ardyneon the Bear Brawler level 20
30th Retaking 124th year of Ascendancy at 21:19 see stats
By Ardyneon the Bear Brawler level 30
51st Retaking 124th year of Ascendancy at 17:47 see stats
By Ardyneon the Bear Brawler level 40
25th Pain 124th year of Ascendancy at 10:07 see stats
By Ardyneon the Bear Brawler level 33
4th Revenge 124th year of Ascendancy at 18:02 see stats
By Ardyneon the Bear Brawler level 35
6th Pain 124th year of Ascendancy at 03:52 see stats
By Ardyneon the Bear Brawler level 26
47th Retaking 124th year of Ascendancy at 04:21 see stats
By Ardyneon the Bear Brawler level 32
4th Revenge 124th year of Ascendancy at 06:42 see stats
By Ardyneon the Bear Brawler level 19
26th Retaking 124th year of Ascendancy at 09:48 see stats
Log
Xanubeth the anorithil casts Searing Light.
Xanubeth the anorithil's spell attains critical power!
Xanubeth the anorithil hits Ardyneon for (60 flat reduction), (160 blocked), (0 shrugged off), 0 light (0 total damage).
Ivivea the anorithil casts Flame.
Ardyneon feels pain again.
Burning from Ivivea the anorithil hits Ardyneon for (60 flat reduction), (28 blocked), (0 shrugged off), 0 fire (0 total damage).
Ivivea the anorithil hits Ardyneon for (60 flat reduction), (117 blocked), (0 shrugged off), 0 fire (0 total damage).
Xanubeth the anorithil's light area effect hits Ardyneon for (60 flat reduction), (101 blocked), (0 shrugged off), 0 light (0 total damage).
Ivivea the anorithil's light area effect hits Ardyneon for (60 flat reduction), (26 blocked), (0 shrugged off), 0 light (0 total damage).
Ardyneon performs a melee critical strike against Ivivea the anorithil!
Ivivea the anorithil absorbs damage to mana!
Melee retaliation hits Ardyneon for (18 flat reduction), (0 shrugged off), 0 light (0 total damage).
Ardyneon hits Ivivea the anorithil for 439 to mana, 0 physical (439 total damage).
Xanubeth the anorithil casts Ice Shards.
Ardyneon speeds up.
Thunderstorm hits Ardyneon for (37 flat reduction), (0 shrugged off), 0 lightning (0 total damage).
Ivivea the anorithil casts Lightning.
Ivivea the anorithil hits Ardyneon for (60 flat reduction), (205 blocked), (0 shrugged off), 0 lightning (0 total damage).
Ivivea the anorithil casts Catastrophic Failure.
Ivivea the anorithil's spell attains critical power!
You cannot block any more attacks!
You feel a surge of power as a powerful creature falls nearby.
Xanubeth the anorithil absorbs damage to mana!
Ivivea the anorithil absorbs damage to mana!
Xanubeth the anorithil's Ice Shards hits Ivivea the anorithil for 295 cold damage.
Xanubeth the anorithil's Ice Shards hits Ivivea the anorithil for 150 to mana, 33 cold (184 total damage).
Ivivea the anorithil hits Xanubeth the anorithil for 1015 to mana, 1015 darkness (2030 total damage).
Ivivea the anorithil hits Ardyneon for (60 flat reduction), (45 blocked), 2540 darkness (2540 total damage).
Ardyneon the level 41 bear brawler was shadowed to death by Ivivea the anorithil on level 3 of Gates of Morning.