















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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 Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Psyshot |
| Level / Exp | 27 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant boulder thrower at level 16 on the 1st Decay 122nd year of Ascendancy at 00:50 0 / 7Killed by red crystal at level 21 on the 24th Regrowth 123rd year of Ascendancy at 02:19 Killed by Adyyann the giant carpenter ant at level 22 on the 24th Regrowth 123rd year of Ascendancy at 03:26 Killed by Glorerin the ritch larva at level 23 on the 36th Regrowth 123rd year of Ascendancy at 20:10 Killed by Glorerin the ritch larva at level 23 on the 36th Regrowth 123rd year of Ascendancy at 22:06 Killed by Betuda the xorn at level 27 on the 11st Dusk 123rd year of Ascendancy at 23:22 Killed by Betuda the xorn at level 27 on the 12nd Dusk 123rd year of Ascendancy at 00:41 |
Primary Stats
| Strength | 47 (base 13) |
| Dexterity | 58 (base 35) |
| Constitution | 41 (base 10) |
| Magic | 18 (base 10) |
| Willpower | 62 (base 45) |
| Cunning | 67 (base 40) |
Resources
| Life | -515/594 |
| Psi | 142/152 |
| Steam | 93/100 |
| Healing Factor | 1.4481403954778 |
| Regeneration | 6.1545966807806 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 4 |
| Infravision | 7 |
| See Stealth | 15 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 72 |
| Crit Chance | 36% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 30 |
| Accuracy | 73 |
| Crit Chance | 34% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +36% |
| Nature | +25% |
| Temporal | +3% |
| Blight | +15% |
| Darkness | +12% |
| Fire | +26% |
| All | 0% |
Offense: Damage Penetration
| Acid | +47% |
| All | +7% |
| Physical | +12% |
| Mind | +12% |
| Nature | +14% |
Defense: Base
| Armour (hardiness) | 15 (53.292302510663%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 28 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Blight | + 25%( 70%) |
| Physical | + 14%( 70%) |
| Mind | + 16%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 25%( 70%) |
| Darkness | + 21%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 10% |
| Bleed Resistance | 50% |
| Confusion Resistance | 0% |
| Instadeath Resistance | 100% |
| Stun Resistance | 22% |
| Poison Resistance | 50% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.5 steam per turn. Can be activated for an instant burst of 37 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 146% efficiency and cooldown mod of 80%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -470 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 941 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Psionic / Psionic fog | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Psionic / Gestalt | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.10 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Heart of the Gloom. Escort: injured seer (level 2 of Heart of the Gloom)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 47. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed chunk of ghoul flesh. * You've found the needed storm wyrm claw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed vial of squid ink. * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed snow giant kidney. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Layerin the Shadowhunt (0 def, 3 armour) 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +8 Lck +5 Dex offense ------ Damage +12% darkness Accuracy +5 (+1 eff.) When Hit 4 lightning On-Hit (Melee): * 10% chance to reduce damage dealt by 26% defense ------ Armor +3 Resistance +9% darkness Physical save +6 (+2 eff.) Stealth +7 Pinning Resist +10% Knockbk Resist +10% Teleport Resist +100% A pair of boots made of leather. |
| Quiver | barbed pouch of dwarven-steel shots of amnesia (15/15, 39-47 power, 3 apr) 3.0 Encumbrance T3 shot ammo [Ego++] Master/Psionic Weapon Damage 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +10.0% Capacity 15 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Critical: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Lisibremira the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Damage +3% temporal Ignore resists +5% mind defense ------ Resistance +3% mind Physical save +6 (+2 eff.) Unlife -80.00 life Healmod +11% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- 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. |
| On head | Halybar the Greenbiter (0 def, 3 armour) 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Crit +2.0% Ignore resists +20% acid Accuracy +15 (+4 eff.) defense ------ Armor +3 Fatigue +3% Resistance +9% nature +6% acid other ------- Stamina/turn +3.00 Infravision +7 Sight +2 See Stealth +15 See Invisibility +15 A cap made of leather. |
| On hands | Ivirin the hardened leather gloves (30 def, 2 armour) 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +3 Str +3 Dex offense ------ Ignore Armor +2 defense ------ Armor +2 Defense +30 (+8 eff.) Unlife -80.00 life Life Regen +4.00 other ------- Stamina/turn +1.00 Max stamina +15.00 Talents +3 Itching Powder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | yew totem of summon tentacle 'Scumobeisance' [power 240] (25 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +5 Wil offense ------ Mindpower +15 (+5 eff.) When Hit 4 nature other ------- EQ when Hit +0.08 Max hate +6.00 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 495 Base Damage: 257 Armor: 9 All Resist: 8 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | sneakthief's gold ring of fire (+22%)0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun +6 Dex offense ------ Damage +11% fire Accuracy +6 (+1 eff.) defense ------ Resistance +22% fire Rings make your fingers look great! |
| On fingers | wizard's gold ring of power0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag offense ------ Physical Power +5 (+1 eff.) Spellpower +7 (+2 eff.) Mindpower +7 (+2 eff.) defense ------ Spell save +8 (+4 eff.) Rings make your fingers look great! |
| Around neck | grounding steel amulet of healing0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +14% lightning Healmod +11% Cut Resist +50% Stun Resist +22% Heal: Puts all charms on 35 turn cooldown Effective talent level: 4.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 402 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | throat-seeking dwarven-steel steamgun of piercing 4.0 Encumbrance T3 steamgun 1H weapon [Ego++] Disrupt/Master/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +21 Critical Rate +12.0% Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +10 nature On Critical: * silences the target Uses 2.0 Steam While equipped: offense ------ Ignore resists +7% nature +7% all Accuracy +10 (+2 eff.) Ignore Armor +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Xama the drakeskin leather belt |
| In off hand | Serpent's Glare (7-8 power, 15 apr, nature damage) 3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison On Hit: * splashes acid on your target dealing 38 damage and reducing their armor While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 3.5 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 274.87 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Cloak | cashmere cloak 'Blazenull' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Damage +21% acid Ignore resists +20% acid defense ------ Defense +2 (+1 eff.) Resistance +12% acid +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Medical Urgency Vest (6 def, 7 armour) 9.0 Encumbrance T3 light armor [Unique] Steamtech While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con defense ------ Armor +7 Defense +6 (+2 eff.) Fatigue +7% Physical save +15 (+5 eff.) other ------- Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
Inventory
steam generator implant of the sneak (steam 9)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 24 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.7 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 63; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 63 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. |
healing infusion of the titan (heal 146; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 146 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the warrior (heal 137; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 137 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -368; dur 6; cd 26)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 26 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -368 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 737 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -280; dur 5; cd 31)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 31 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -280 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 559 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 887%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 887% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 443; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 443 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 28%; mental, physical; dur 4; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the warrior (damage 259; dur 4; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 258.94 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 4; phase 17; cd 16)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 7; phase 26; cd 18)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 6; phase 20; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 13; resist 13%; move 34%; dur 5; cd 21)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 13% all resistance, you move 34% faster, and you are invisible (power 13). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 14; resist 17%; move 43%; dur 5; cd 21)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 17% all resistance, you move 43% faster, and you are invisible (power 14). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 44; cd 19)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 19 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 44 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 58; cd 22)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 22 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 58 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 46; cd 20)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 20 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 46 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 28; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 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 28 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 53; cd 22)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 22 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 53 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 79; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 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 79 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 140; dur 4; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 140 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 347; dur 5; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 347 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 21; cd 20)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 21 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Silorimina0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +4 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Resistance +12% blight +12% cold +6% nature Physical save +6 (+2 eff.) Mind save +3 (+1 eff.) Life +40.00 Life Regen +2.00 other ------- Stamina/turn +0.70 Amulets make your neck look great! |
stabilizing gold amulet0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% temporal Pinning Resist +26% Knockbk Resist +24% Amulets make your neck look great! |
warrior's steel amulet of dexterity (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
Growthzeal0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% lightning When Hit 10 nature defense ------ Fatigue -5% Resistance +3% nature +3% cold Spell save +3 (+2 eff.) Mind save +6 (+3 eff.) Stun Resist +20% other ------- Encumbrance +25 Rings make your fingers look great! |
Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring 'Gloryra'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Spellpower/crit +2 Damage +11% nature Ignore Shields +10% Accuracy +20 (+5 eff.) defense ------ Armor +2 Resistance +22% nature Crit Resistance 5.00% other ------- Stamina/turn +2.00 Rings make your fingers look great! |
rogue's gold ring of arcana (+0.19/turn)0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +6 Cun defense ------ Defense +12 (+4 eff.) Silence Resist +26% other ------- Mana/turn +0.19 Rings make your fingers look great! |
warrior's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Physical Power +7 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +7 (+2 eff.) defense ------ Armor +6 Rings make your fingers look great! |
wizard's steel ring of the mind (+11%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag offense ------ Damage +11% mind defense ------ Resistance +11% mind Spell save +6 (+3 eff.) Rings make your fingers look great! |
dwarven-steel battleaxe (32-47 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Normal] Weapon Damage 31.5 - 47.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% Massive two-handed battleaxes. |
dwarven-steel dagger (18-23 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Normal] Weapon Damage 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Sharp, short and deadly. |
dwarven-steel dagger of persecution (16-21 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Disrupt Weapon Damage 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Damage Against +11% Unnatural While equipped: Stats +3 Wil Sharp, short and deadly. |
dwarven-steel greatsword (38-62 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Normal] Weapon Damage 38.5 - 61.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Massive two-handed swords. |
Corpsebow4.0 Encumbrance T2 longbow 2H weapon [Unique] Arcane/Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On Hit: 25% Epidemic level 1 On Hit: 25% Cyst Burst level 1 While equipped: offense ------ Spellpower +10 (+2 eff.) On-Ranged-Hit 20 blight Damage +20% blight On-Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 6 defense ------ Disease Resist +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Hellscrypt the vined mindstar (5-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-hit +8 blight On-Hit, radius 1 +8 fire On Hit: * 20% chance to reduce strength, dexterity, and constitution by 6 While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +9% blight +6% mind +8% darkness +12% arcane Ignore resists +10% fire +8% mind +5% darkness defense ------ Resistance +5% arcane other ------- Max hate +4.00 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. |
thorny mindstar of frost (10-11 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 10.0 - 11.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) On-Hit 10 cold Damage +8% cold Ignore resists +4% cold defense ------ Armor +6 Resistance +9% cold other ------- 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. |
hardened leather sling 'Umbranaught'4.0 Encumbrance T3 sling 1H weapon [Random Unique] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +13 lightning On-Hit, radius 1 +12 darkness While equipped: Stats +4 Cun offense ------ Damage +16% lightning Ignore resists +16% physical When Hit 8 darkness On-Hit (Ranged): * 10% chance to slow global speed by 60% Slings are used to hurl stones or metal shots at your foes. |
ranger's hardened leather sling of cunning (+2)4.0 Encumbrance T3 sling 1H weapon [Ego] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 While equipped: Stats +2 Dex +2 Cun offense ------ Ignore resists +5% physical Slings are used to hurl stones or metal shots at your foes. |
yew vilestaff (20-24 power, 4 apr, blight element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Normal] Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+2 eff.) Damage +20% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Flashpoint4.0 Encumbrance T1 steamgun 1H weapon [Unique] Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Damage Multiplier 130% Range +5 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ On-Ranged-Hit 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
dwarven-steel steamgun of cold4.0 Encumbrance T3 steamgun 1H weapon [Ego] Arcane/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +10 cold Uses 2.0 Steam While equipped: offense ------ Damage +14% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
chilling dwarven-steel steamsaw of massacre (28-42 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Weapon Damage 28.0 - 42.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +48 On-hit +11 cold Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% other ------- 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! |
Stormlash (17-19 power, 7 apr)3.0 Encumbrance T1 whip 1H weapon [Unique] Arcane Weapon Damage 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% Damage Conversion 50% dazing lightning On Critical: * Focus the lightning forces on an enemy While equipped: offense ------ Damage +10% lightning Accuracy +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 16.11 to 48.33 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Band of Protection1.0 Encumbrance T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun offense ------ Steampower +5 (+2 eff.) defense ------ Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Generate a personal shield that absorbs up to 214 damage and damages attackers striking the wearer for 34 fire damage while it lasts (based on Cunning). Uses 24 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
Blindwrecker the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Dex +4 Cun +7 Lck offense ------ Damage +0% acid +0% fire +0% nature +0% blight When Hit 6 light defense ------ Resistance +18% lightning +6% cold +9% darkness Stealth +5 other ------- Disarm Traps +8 Infravision +4 A belt that goes around your waist. |
Flashwinter the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) Damage +3% fire +3% cold Ignore resists +20% fire When Hit 4 cold defense ------ Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
Grinurand1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +15% arcane Ignore Shields +20% defense ------ Resistance +6% acid +6% fire +6% cold +5% arcane +6% lightning other ------- Mana/turn +0.08 Max mana +40.00 A belt that goes around your waist. |
noble's hardened leather belt1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +5 Cun +4 Wil offense ------ Against +18% Summoned defense ------ Resist Against +20% Summoned A belt that goes around your waist. |
Destala's Scales (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun offense ------ Mindpower +6 (+2 eff.) Damage +15% acid Ignore resists +10% acid defense ------ Defense +10 (+3 eff.) other ------- Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray level 2 Dissolve: Effective talent level: 3.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 52% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Lisaremina (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Defense +1 (+0 eff.) Resistance +5% arcane Mind save +6 (+3 eff.) Life +52.00 Confus Resist +10% Teleport Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pressurizer (8 def, 0 armour)2.0 Encumbrance T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex offense ------ Steam Crit +10% Steampower +10 (+3 eff.) defense ------ Defense +8 (+3 eff.) other ------- Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
cashmere cloak 'Norig' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +3.0% Physical Power +3 (+1 eff.) Mindpower +30 (+9 eff.) Damage +15% mind defense ------ Defense +2 (+1 eff.) Fatigue -4% Mind save +6 (+3 eff.) other ------- Psi when Hit +0.08 Hate-on-crit +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilineda (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +0 Str +0 Dex +0 Mag +0 Wil +0 Cun +2 Con offense ------ Damage +11% lightning defense ------ Resistance +16% lightning +9% temporal +6% fire +3% cold +7% all other ------- Psi when Hit +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xanyyaba (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Psionic While equipped: Stats +0 Str +0 Dex +0 Mag +0 Wil +0 Cun +0 Con offense ------ Damage +27% mind Ignore resists +20% mind defense ------ Resistance +18% mind +11% all Crit Resistance 5.00% Life +20.00 Cut Resist +20% other ------- EQ when Hit +0.04 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +13% acid +10% physical +7% fire +5% cold defense ------ Resistance +11% acid +12% physical +12% fire +15% cold +11% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
psion's linen robe of alchemy (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Mind Crit +1% Mindpower +5 (+2 eff.) Damage +6% acid +6% physical +6% fire +8% mind +5% cold Ignore resists +5% mind defense ------ Resistance +11% acid +11% physical +11% fire +11% cold +7% all other ------- Psi/turn +0.30 Max psi +13.00 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Nature While equipped: Stats +6 Str +6 Mag +5 Wil offense ------ Damage +6% lightning +5% physical +11% cold defense ------ Resistance +8% lightning +7% cold +7% blight +11% all Life +45.00 Life Regen +1.50 Healmod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Branadig the Thunderbile (0 def, 4 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Rare] Master While equipped: offense ------ Damage +9% lightning When Hit 8 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 32 defense ------ Armor +4 Fatigue +3% Resistance +20% blight +3% mind other ------- Stamina/turn +0.60 Max stamina +27.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 4.5 Power cost 20 out of 20/20. Range 6 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Olyredur the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Str offense ------ On-Hit 6 nature Damage +3% nature defense ------ Armor +1 Resistance +9% light +9% darkness +6% nature Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: Stats +0 Cun offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 2.5 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 64.90 to 194.71 lightning damage (129.80 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Getudig (0 def, 19 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Str +3 Dex +4 Con offense ------ Physical Power +4 (+1 eff.) Ignore resists +15% physical Accuracy +10 (+2 eff.) defense ------ Armor +19 Fatigue +3% A hat made of leather. Very stylish. |
Poleramina the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +12% acid +30% temporal Ignore resists +10% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Fatigue +3% Resistance +12% light +10% darkness A cap made of leather. |
linen wizard hat of lightning (+15%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Defense +1 (+0 eff.) Resistance +15% lightning A pointy cloth hat, very wizardly... |
Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+5 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 3.5 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 75.61 to 226.84 lightning damage (151.23 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
radiant dwarven-steel plate armour of lightning resistance (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training [Ego+] Nature/Master While equipped: Stats +2 Wil defense ------ Armor +11 Fatigue +22% Resistance +14% blight +18% darkness +17% lightning other ------- Light +2 A suit of armour made of metal plates. |
shocking dwarven-steel shield (0 def, 6 armour, 77 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 5 lightning When Hit 7 lightning defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
self-loading quiver of yew arrows of daylight (17/17, 34-47 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego] Arcane Weapon Damage 33.5 - 46.9 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 17 Auto Reload 1 On-ranged-hit +9 light Damage Against +8% Undead Arrows are used with bows to pierce your foes to death. |
3 agate0.0 Encumbrance 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. |
201 alchemist agate0.0 Encumbrance 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. |
2 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 Encumbrance 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. |
5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(119 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
preserving alchemist's lamp of clarity1.0 Encumbrance T3 lite [Ego+] Nature/Psionic While equipped: Stats +2 Con defense ------ Resistance +7% blight Mind save +5 (+2 eff.) Life Regen +7.00 other ------- Light +4 See Stealth +11 See Invisibility +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance 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. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
potent water salve [power 19] potent water salve [power 19]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 80% cooldown modifier. Remove 1 mental effects and grants a water aura (19% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple frost salve [power 16] simple frost salve [power 16]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 80% cooldown modifier. Remove 1 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 192] simple healing salve [power 192]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 80% cooldown modifier. Heal 192 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
simple pain suppressor salve [power 162] simple pain suppressor salve [power 162]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 80% cooldown modifier. Let you fight up to -162 life and reduces all damage by 12% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
plaguebringer's pouch of dwarven-steel shots of annihilation (23/23, 36-44 power, 7 apr)3.0 Encumbrance T3 shot ammo [Ego++] Arcane/Master Weapon Damage 36.5 - 43.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +7.0% Capacity 23 Projectile Speed +200% On-ranged-hit +5 blight On Hit: 20% Epidemic level 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 6 Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots (23/23, 35-42 power, 3 apr)3.0 Encumbrance T3 shot ammo [Normal] Weapon Damage 35.0 - 42.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 23 Shots are used with slings to pummel your foes to death. |
pouch of iron shots 'Burnkin' (17/17, 20-24 power, 1 apr)3.0 Encumbrance T1 shot ammo [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +9.0% Capacity 17 On-ranged-hit +4 lightning +16 fire On-Hit, radius 1 +4 lightning On Critical: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
crude explosive shell0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
crude flash powder0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
iron mental stimulator0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun defense ------ Mind save +3 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! |
iron rocket boots0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
simple second skin0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Life Regen +2.00 Poison Resist +30% Disease Resist +30% Cut Resist +30% Tinkers can be attached to normal items to improve them with steam power! |
well-made antimagic shell0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +3 Antimagic Shell Tinkers can be attached to normal items to improve them with steam power! |
innervating dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to reduce fatigue by 28% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 110] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Tayalin' [power 180] (15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Damage +9% mind Ignore resists +15% acid defense ------ Resistance +3% lightning +12% mind +6% nature +3% blight Blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 145 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of summon tentacle [power 195] (25 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 495 Base Damage: 222 Armor: 15 All Resist: 24 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
cleansing elm wand of clairvoyance [power 9] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 42 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding [power 122] (20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing elm wand of shielding [power 110] (20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing ash wand of conjuration [power 160] (15 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Fire a magical bolt dealing 218 acid damage Puts all charms on 15 turn cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Thrine the Thalore Psyshot level 20
3rd Regrowth 123rd year of Ascendancy at 03:32 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Thrine the Thalore Psyshot level 21
22nd Regrowth 123rd year of Ascendancy at 11:38 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Thrine the Thalore Psyshot level 26
58th Pyre 123rd year of Ascendancy at 21:05 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Thrine the Thalore Psyshot level 21
22nd Regrowth 123rd year of Ascendancy at 23:36 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Thrine the Thalore Psyshot level 23
27th Regrowth 123rd year of Ascendancy at 11:23 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Thrine the Thalore Psyshot level 10
7th Haze 122nd year of Ascendancy at 07:32 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Thrine the Thalore Psyshot level 20
4th Decay 122nd year of Ascendancy at 17:05 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Thrine the Thalore Psyshot level 25
73rd Regrowth 123rd year of Ascendancy at 21:06 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Thrine the Thalore Psyshot level 21
22nd Regrowth 123rd year of Ascendancy at 16:43 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Thrine the Thalore Psyshot level 11
9th Haze 122nd year of Ascendancy at 01:25 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Thrine the Thalore Psyshot level 11
23rd Haze 122nd year of Ascendancy at 14:52 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Thrine the Thalore Psyshot level 19
3rd Decay 122nd year of Ascendancy at 21:00 see stats
Log
Thrine uses a pain suppressor salve.
Betuda the xorn has shook off the effects of their corrosion.
Betuda the xorn's skin returns to normal.
Betuda the xorn uses Constrict.
Betuda the xorn misses Thrine.
Thrine is not affected anymore by the salve.
Thrine uses Metalstar.
Betuda the xorn is caught in the bloodstar.
A psionic shield forms around Thrine.
Betuda the xorn uses Block.
Bloodstar from Thrine hits Betuda the xorn for (19 blocked), 0 fire, (23 blocked), 0 physical (0 total damage).
Bloodstar from Thrine hits Betuda the xorn for 19 fire, 23 physical (43 total damage).
Thrine receives 17 healing from Betuda the xorn.
Thrine uses Explosive Shell.
Betuda the xorn uses Assault.
Betuda the xorn performs a melee critical strike against Thrine!
Your shield crumbles under the damage!
The psionic shield around Thrine crumbles.
Thrine is crippled.
Betuda the xorn performs a melee critical strike against Thrine!
Thrine HEALS from acid damage!
Melee retaliation hits Betuda the xorn for 4 lightning, 4 nature, 4 lightning, 4 nature, 4 lightning, 4 nature (25 total damage).
Betuda the xorn hits Thrine for (127 absorbed), 0 physical, (8 absorbed), 0 acid, 4 healing, (1 absorbed), 452 physical, 5 acid, 3 healing, 471 physical (928 total damage) [7 healing].
Thrine the level 27 thalore psyshot was struck to death by Betuda the xorn on level 3 of Dreadfell.











































































































































