











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Select First Escort 1.6.7Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Possessor Bonus Class 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This 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 1.6.7Official 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 1.6.7Official 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 | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Wyrmic |
| Level / Exp | 46 / 38% |
| Size | big |
| Lifes / Deaths | Killed by Grand Corruptor at level 36 on the 10th Dusk 123rd year of Ascendancy at 09:27 / 2Killed by Lisygatha the corrupted plasmic disruptor at level 46 on the 52nd Haze 123rd year of Ascendancy at 07:05 |
Primary Stats
| Strength | 47.796644926579 (base 60) |
| Dexterity | 22 (base 10) |
| Constitution | 1 (base 11) |
| Magic | 29 (base 10) |
| Willpower | 102 (base 60) |
| Cunning | 84 (base 60) |
Resources
| Life | -57/1365 |
| Steam | 100/100 |
| Stamina | 447/485 |
| Equilibrium | 152 |
| Healing Factor | 1.1710526315789 |
| Regeneration | 34.866731604178 |
Speed
| Mental | +12.02863780958% |
| Attack | +12.02863780958% |
| Movement | +69.54510541169% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Stealth | 35 |
| See Invisible | 35 |
Offense: Mainhand
| Damage | 81 |
| Accuracy | 48 |
| Crit Chance | 45% |
| APR | 5 |
| Speed | 0.89 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 27% |
| Speed | 0.8926289023524 |
Offense: Damage Bonus
| Acid | +76% |
| Blight | +58% |
| Arcane | +102% |
| Cold | +187% |
| All | +40% |
| Darkness | +58% |
| Physical | +95% |
| Temporal | +80% |
| Lightning | +123% |
| Mind | +46% |
| Fire | +120% |
| Nature | +97% |
Offense: Damage Penetration
| Acid | +18% |
| Blight | +18% |
| Arcane | +50% |
| Cold | +68% |
| Lightning | +68% |
| Physical | +18% |
| Darkness | +28% |
| Fire | +43% |
| Nature | +43% |
Defense: Base
| Armour (hardiness) | 13.162461300834 (38.536585365854%) |
| Defense | 44 |
| Ranged Defense | 47 |
| Fatigue | 6.669446550417 |
| Physical Save | 31 |
| Spell Save | 29 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 35%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 70%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 35%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 29%( 70%) |
| Physical | + 16%( 70%) |
| Lightning | + 52%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 25% |
| Disarm Resistance | 100% |
| Confusion Resistance | 30% |
| Knockback Resistance | 81% |
| Stun Resistance | 80% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 704 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 107 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. |
| Implants | Effective talent level: 1.0 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 180% efficiency and cooldown mod of 59%. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous 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. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Elemental Harmony |
| detrimental effect | Cannot heal higher than 1608 life. Blood Lock |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target has 18 reduced saves and defense, and 12% reduced critical chance. 6 JinxThis effect will fade in 2 turns if the source is not in line of sight. |
| beneficial effect | The target purifies all diseases and poisons, turning them into healing effects. Waters of Life |
| detrimental effect | The target has been splashed with acid, reducing armour by 8% (5). Armor Corroded |
| beneficial effect | Increases life regen by 10.00. Elemental Harmony |
| detrimental effect | The full force of entropy has been brought to bear on the target, inflicting 12.92 darkness and 12.92 temporal damage each turn. Entropic Gift |
| beneficial effect | All damage increased by 30% Elemental Surge: Fire |
| detrimental effect | Huge cut that bleeds, doing 37.33 physical damage per turn. Bleeding |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 44%. NihilThis effect will fade in 2 turns if the source is not in line of sight. |
| beneficial effect | The target has 2 increased life regeneration. Recovery |
| detrimental effect | The target is being driven mad by the void, taking 30.47 darkness damage per turn and reducing all powers by 17. Dark Whispers |
| detrimental effect | The target is infected by a disease, reducing its constitution by 36 and doing 54.23 blight damage per turn. Rotting Disease |
| detrimental effect | The target is infected by a disease, reducing its strength by 36 and doing 54.23 blight damage per turn. Weakness Disease |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved Willpower 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 training room. * 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: 179. | 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 |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Frost Treads (1 def, 4 armour) 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold Phys.save +15 (+7 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | 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. |
| On head | Getutoromigen the Venomfury (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% acid +16% cold +27% nature On Hit (Melee): * 20% chance to reduce armor by 28% ----- def ----- Defense +2 (+1 eff.) Resists +24% cold +6% nature +12% temporal Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly... |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +150% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | Hazevile (dig speed 30 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +8% nature +12% cold Res.pen +10% darkness +25% cold Melee Ret 8 cold On Hit (Melee): * 20% chance to reduce damage dealt by 25% * 20% chance to reduce all saves and defense by 31 ----- def ----- Resists +27% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 57.86 cold and 39.29 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| Around neck | Eilinybeth the Flowerpiercer0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +14 Lck dps ---------- Res.pen +25% nature Acc +15 (+5 eff.) ----- def ----- Defense +46 (+16 eff.) Resists +6% acid +6% nature +12% light Unseen.red 18% HP.reg +4.00 Heal.mod +10% Confus- +20% Amulets can have magical properties. |
| In main hand | Frigidsun the stralite longsword (35-49 power, 5 apr)3.0 T4 longsword 1H weapon [Random Unique] Nature/Psionic Power 35.0 - 49.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +7 Str +6 Dex +3 Mag +14 Wil +7 Cun +16 Con dps ---------- Dmg.mod +9% cold +3% temporal Melee Ret 4 cold ----- def ----- Resists +9% temporal Max.HP +32.00 Sharp, long, and deadly. |
| Around waist | Arcbreeze1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +8 (+3 eff.) Dmg.mod +3% lightning +6% mind Res.pen +25% lightning ----- def ----- Phys.save +9 (+4 eff.) ---------- misc Equi/ret +0.16 Max.psi +20.00 Size +1 A belt that goes around your waist. |
| In off hand | Black Mesh (8 def, 2 armour, 40-48 power, 120 block)7.0 T3 shield armor [Unique] Nature When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
| Cloak | cashmere cloak 'Corruptionvalor' (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Res.pen +25% arcane ----- def ----- Defense +2 (+1 eff.) Resists +39% lightning +5% arcane +18% nature Crit.dmg- 15.00% Phys.save +15 (+7 eff.) Spell.save +9 (+5 eff.) Heal.mod +15% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Galen's Flowing Robe (0 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+14 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Inventory
medical injector implant of the sneak (efficiency 165% / cooldown 53%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 165% efficiency and cooldown mod of 53%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 201% / cooldown 52%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 201% efficiency and cooldown mod of 52%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the psychic (die at -539; dur 7; cd 33)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 36 Travel.spd 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 7 turns. While Heroism is active, you will only die when reaching -539 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1101 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 psychic (heal 536; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 536 life over 5 turns. 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 555; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 555 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 psychic (res 38%; mental; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the psychic (res 35%; mental; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 35% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the psychic (res 40%; magical; dur 3; cd 11)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 40% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (res 29%; physical; dur 4; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 29% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
Elixir of Invulnerability2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Prismatic Rune (6 turns; acid, physical, blight, cold, mind)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 2 physical, 3 blight, 5 cold, 3 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (558.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 1004.40 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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 psychic (absorb 133; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 133 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour0.1 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: Acid Groove0.1 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: Air Recycler0.1 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: Antimagic Shell0.1 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: Back Support0.1 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: Botanical Shell0.1 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: Deflection Field0.1 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: Fiery Salve0.1 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: Flare Shell0.1 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. |
2 schematic: Focus Lens0.1 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: Frost Salve0.1 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: Galvanic Retributor0.1 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: Grounding Strap0.1 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: Iron Grip0.1 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: Kinetic Stabiliser0.1 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. |
2 schematic: Lightning Coil0.1 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. |
4 schematic: Magnetic Shell0.1 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. |
4 schematic: Pain Suppressor Salve0.1 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: Poison Groove0.1 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: Power Distributor0.1 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. |
2 schematic: Razor Edge0.1 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: Rustproof Coating0.1 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. |
2 schematic: Saw Projector0.1 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. |
2 schematic: Saw Shell0.1 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: Second Skin0.1 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: Shocking Touch0.1 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: Silver Filigree0.1 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: Spike Attachment0.1 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: Spring Grapple0.1 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: Steamgun0.1 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. |
2 schematic: Steamsaw0.1 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: Toxic Cannister Launcher0.1 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. |
2 schematic: Toxic Shell0.1 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 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. |
2 schematic: Water Salve0.1 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. |
2 schematic: Waterproof Coating0.1 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. |
4 schematic: Weapon Automaton: One Handed0.1 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. |
4 schematic: Winterchill Edge0.1 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. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.6 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 291 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Sunsweep0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +3 Str +5 Mag dps ---------- Phys.crit +4.0% Phys.pwr +10 (+4 eff.) ----- def ----- Armour +8 Resists +12% light +4% physical ---------- misc Light +2 Masteries +0.28 Wild-gift/Higher draconic abilities Amulets can have magical properties. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Crackleusher the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Con +5 Wil dps ---------- Phys.pwr +25 (+9 eff.) Acc +20 (+7 eff.) Apr +2 Melee Ret 10 lightning ----- def ----- Resists +6% mind Mind.save +10 (+3 eff.) ---------- misc Stam/turn +3.00 Rings can have magical properties. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
mule's steel ring of darkness (+24%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Fatigue -5% Resists +24% darkness ---------- misc Max.enc +21 Rings can have magical properties. |
titan's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Con dps ---------- Acc +7 (+2 eff.) Apr +7 ----- def ----- Defense +7 (+3 eff.) Phys.save +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 126% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
treant's gold ring of life0.1 T3 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +9% nature +8% blight Max.HP +51.00 HP.reg +11.00 Heal.mod +14% Poison- +16% Disease- +18% Rings can have magical properties. |
Umbrawyrd the dwarven-steel dagger (18-23.4 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Arcane Power 18.0 - 23.4 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +20 arcane +14 cold On Hit.r1 +20 cold While equipped: dps ---------- Res.pen +25% arcane Melee Ret 10 darkness ----- def ----- Resists +18% darkness Sharp, short and deadly. |
thorny mindstar 'Cobrawaker' (8-8.8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +12 nature While equipped: Stats +11 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +24% nature Res.pen +20% nature Phasing +30% ----- def ----- Resists +9% nature Spell.save +7 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- 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. |
crackling dwarven-steel steamsaw of the stars (23-34.5 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego++] Arcane/Steamtech Power 23.0 - 34.5 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam When used to Attack: Melee+ +13 lightning +13 light +11 darkness While equipped: Stats +3 Dex +5 Mag +5 Cun dps ---------- Dmg.mod +14% light +15% darkness Melee Ret 10 lightning ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +13% lightning +12% light +13% darkness ---------- 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! |
Gloromille the Plagueprophet (20.5-28.7 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +20 darkness On Hit.r1 +20 nature +20 temporal On Hit: * 20% chance to slow global speed by 58% While equipped: dps ---------- Acc +11 (+4 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +11 (+4 eff.) Disarm- +34% One-handed war axes. |
Salybeth the voratun waraxe (39-54.6 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Arcane/Master/Psionic Power 39.0 - 54.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +13 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +1 Mag dps ---------- S.pwr/crit +8 Dmg.mod +6% arcane Res.pen +15% all Acc +15 (+5 eff.) Apr +11 Melee Ret 4 arcane ----- def ----- Spell.save +3 (+2 eff.) One-handed war axes. |
Tempestking the dwarven-steel waraxe (31-43.4 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 31.0 - 43.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 lightning +8 cold While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +15% lightning Melee Ret 10 lightning ----- def ----- Resists +6% lightning +15% temporal One-handed war axes. |
voratun waraxe 'Gyldamina' (56-78.4 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 56.0 - 78.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +12 arcane On Hit.r1 +11 fire On Crit.r2 +4 physical On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +23.0% Phys.pwr +13 (+5 eff.) Dmg.mod +3% physical Apr +2 ----- def ----- Die.at -20.00 life One-handed war axes. |
Rainbloom1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Spell.crit +7% Dmg.mod +9% mind Res.pen +25% cold ----- def ----- Resists +10% fire +10% cold Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Equi/ret +0.16 Mana/s.crit +2.00 Hate/m.crit +4.00 A belt that goes around your waist. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Sewerquell1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +6% nature Res.pen +15% mind +25% fire On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Resists +6% nature +15% mind Mind.save +10 (+3 eff.) A belt that goes around your waist. |
grounding rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Nature While equipped: ----- def ----- Resists +6% blight +6% temporal +5% lightning The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
hardened leather belt 'Hazevortex'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +8 (+3 eff.) Dmg.mod +6% cold Res.pen +10% lightning +20% cold +20% mind Melee Ret 8 lightning ----- def ----- Resists +12% mind +15% cold Spell.save +8 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
monstrous hardened leather belt of the giants1.0 T3 belt armor [Ego+] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +17 (+6 eff.) ----- def ----- Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) ---------- misc Size +2 A belt that goes around your waist. |
Chamehek the Freezeonslaught (3 def, 0 armour)2.0 T5 cloak armor [Rare] Nature While equipped: dps ---------- Spell.crit +4% Crit.mult +20.00% Dmg.mod +15% blight +15% cold +12% arcane Res.pen +25% arcane ----- def ----- Defense +3 (+1 eff.) Max.HP +50.00 ---------- misc Mana/turn +0.24 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+5 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+2 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
linen cloak 'Adyrebeth' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +7 Dex +2 Cun dps ---------- Crit.mult +5.00% Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +3 (+1 eff.) Resists +7% acid +10% fire +7% lightning +7% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Furnacecutter (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +7 Mag dps ---------- Spell.pwr +13 (+7 eff.) Dmg.mod +24% physical +36% temporal +17% all Res.pen +24% temporal +15% physical Melee Ret 10 fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +10% lightning +10% darkness +10% cold +9% blight +10% fire +10% light +15% all Phys.save +20 (+9 eff.) Spell.save +29 (+13 eff.) Mind.save +19 (+6 eff.) Anom.red +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nimbusnull (4 def, 5 armour)2.0 T5 cloth armor [Rare] Master While equipped: dps ---------- Dmg.mod +21% lightning +21% fire +15% mind Res.pen +25% lightning ----- def ----- Armour +5 Defense +4 (+2 eff.) Resists +9% lightning +15% all Phys.save +25 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: ----- def ----- Resists +8% lightning +10% darkness +10% light +9% blight +6% fire +9% cold +15% all Phys.save +15 (+7 eff.) Spell.save +30 (+14 eff.) Mind.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
psion's silk robe of alchemy (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +9 (+3 eff.) Dmg.mod +13% acid +12% physical +19% fire +23% mind +16% cold Res.pen +17% mind ----- def ----- Resists +16% acid +15% physical +16% fire +14% cold +13% all ---------- misc Psi/turn +0.66 Max.psi +16.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +5 Str +6 Mag +5 Wil dps ---------- Dmg.mod +18% lightning +11% physical +12% cold ----- def ----- Resists +7% lightning +9% cold +9% blight +13% all Max.HP +44.00 HP.reg +1.50 Heal.mod +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +11% nature ----- def ----- Resists +9% blight +13% all Max.HP +62.00 HP.reg +3.00 Heal.mod +18% Poison- +28% Disease- +39% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Daybutcher (25 def, 17 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +5 Str +11 Dex +15 Lck dps ---------- Res.pen +25% light Acc +25 (+8 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 18 ----- def ----- Armour +17 Defense +25 (+9 eff.) Stealth +15 A pair of boots made of leather. |
Pitchwarden the pair of dwarven-steel boots (11 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +10 Dex dps ---------- Dmg.mod +9% temporal +18% darkness +27% cold Res.pen +15% cold +25% temporal +15% fire ----- def ----- Armour +4 Defense +11 (+4 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. |
pair of voratun boots of massiveness (0 def, 5 armour)3.0 T5 feet armor [Ego+] Master While equipped: Stats +6 Str +7 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +5 Fatigue +4% ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
alchemist's drakeskin leather gloves of war-making (0 def, 3 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Phys.crit +16.0% Spell.crit +18% Mind.crit +13% Crit.mult +10.00% Melee+ 8 acid 5 fire 8 cold 8 lightning ----- def ----- Armour +3 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. |
brawler's hardened leather gloves of the juggernaut (0 def, 2 armour)1.0 T2 hands armor [Ego++] Master While equipped: Stats +4 Str +3 Dex +3 Cun +3 Con ----- def ----- Armour +2 Phys.save +17 (+8 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Disarm- +25% ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Wildmoon' (0 def, 2 armour)1.5 T2 hands armor [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +9% mind Res.pen +10% blight +5% nature ----- def ----- Armour +2 Fatigue +3% Resists +6% mind +3% nature Phys.save +13 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +37% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Armodor the Thunderrock (0 def, 4 armour)3.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Str +4 Wil +8 Cun +13 Con dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +6% cold Res.pen +15% lightning ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Unridar the Bleakonslaught (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Mind.crit +3% Mind.pwr +20 (+7 eff.) Dmg.mod +21% lightning +6% darkness Res.pen +25% lightning ----- def ----- Defense +2 (+1 eff.) Resists +22% lightning +12% darkness ---------- misc Max.hate +4.00 A pointy cloth hat, very wizardly... |
Wildsun the hardened leather cap (20 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +15% nature Res.pen +20% nature ----- def ----- Armour +3 Defense +20 (+7 eff.) Fatigue +3% Resists +16% light +3% physical +15% darkness +9% nature Max.HP +100.00 Disarm- +20% A cap made of leather. |
Xanira the voratun helm (0 def, 5 armour)3.0 T5 head armor [Rare] Master While equipped: Stats +6 Str +4 Dex dps ---------- Crit.mult +15.00% Dmg.mod +6% physical Acc +30 (+10 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +6% physical Die.at -40.00 life ---------- misc Stam/turn +3.00 Max.stam +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zerogoneg (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +21% cold Crit.dmg- 15.00% Phys.save +30 (+13 eff.) Die.at -40.00 life Max.HP +60.00 Cut- +20% Disarm- +20% Pinning- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather hat 'Hellsquencher' (0 def, 5 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Mind.crit +7% Mind.pwr +25 (+9 eff.) Dmg.mod +18% fire Apr +5 ----- def ----- Armour +5 Fatigue +5% Resists +12% fire ---------- misc Hate/m.crit +2.00 A hat made of leather. Very stylish. |
dwarven-steel helm 'Chargeserpent' (6 def, 10 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +4 Con ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +4% Resists +3% acid +6% lightning +3% all Phys.save +10 (+5 eff.) ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Porynne' (20 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +4 Dex +2 Wil +3 Con ----- def ----- Armour +4 Defense +20 (+7 eff.) Fatigue +4% Resists +3% acid Die.at -40.00 life Cut- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Xanyta' (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: Stats +7 Str +3 Mag +6 Con +11 Lck dps ---------- Phys.crit +4.0% Spell.crit +5% Mind.crit +5% Mind.pwr +15 (+5 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +6% acid ---------- misc Hate/m.crit +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Hazebrace' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% mind +6% cold On Hit (Melee): * 20% chance to slow global speed by 58% * 20% chance to reduce all saves and defense by 31 ----- def ----- Armour +3 Fatigue +3% Resists +8% nature +18% cold Spell.save +4 (+2 eff.) Max.HP +66.00 Heal.mod +12% A cap made of leather. |
hardened leather hat 'Rainbearer' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +8 Str +4 Mag +4 Con dps ---------- Dmg.mod +12% cold Res.pen +25% cold Melee Ret 6 cold ----- def ----- Armour +3 Fatigue +3% Crit.dmg- 15.00% Phys.save +11 (+5 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Invis +12 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
werebeast's drakeskin leather cap of precognition (7 def, 5 armour)2.0 T5 head armor [Ego++] Nature While equipped: Stats +6 Str +5 Dex +9 Cun +5 Con dps ---------- Acc +7 (+2 eff.) On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +7 (+3 eff.) Fatigue +5% Resists -28% light ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A cap made of leather. |
marauder's reinforced leather armour of the hero (16 def, 7 armour)9.0 T4 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +10 Str +10 Dex +5 Mag +7 Wil +5 Cun ----- def ----- Armour +7 Defense +16 (+6 eff.) Fatigue +8% Phys.save +9 (+4 eff.) Max.HP +33.00 A suit of armour made of leather. |
nimble drakeskin leather armour of the hero (30 def, 8 armour)9.0 T5 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +6 Str +9 Dex +9 Mag +5 Wil +6 Cun dps ---------- Mov.spd +20% ----- def ----- Armour +8 Defense +30 (+10 eff.) Fatigue +8% Max.HP +51.00 A suit of armour made of leather. |
Cyrymira the Torchstreak (0 def, 11 armour)17.0 T3 massive armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% fire +18% temporal Res.pen +25% fire +10% temporal Melee Ret 10 light 8 fire ----- def ----- Armour +11 Fatigue +22% Resists +6% light HP.reg +5.60 ---------- misc Stam/turn +1.30 Light +3 A suit of armour made of metal plates. |
Adina the Murkkill (0 def, 8 armour, 48.5-58.2 power, 141.5 block)7.0 T4 shield armor [Random Unique] Master When used to Attack: Power 48.5 - 58.2 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +142 On Hit.r1 +12 nature While equipped: Stats +18 Str +15 Dex dps ---------- Dmg.mod +6% nature Res.pen +20% acid Acc +26 (+9 eff.) On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Armour +8 Fatigue +8% Resists +6% acid +23% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Shinenail (0 def, 10 armour, 63.5-76.2 power, 209 block)7.0 T5 shield armor Reqs - Shield usage training Str 48 [Random Unique] Nature/Master/Psionic When used to Attack: Power 63.5 - 76.2 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +209 Melee+ +27 physical On Hit.r1 +8 light +16 fire On Crit.r2 +8 light While equipped: Stats +4 Wil dps ---------- Dmg.mod +9% light On shield block: * Cause enemies within radius 6 to bleed for 174 physical damage over 5 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% Resists +20% physical Shield.near.proj +93 Proj.slow +36% Max.HP +54.00 ---------- misc Light +1 Talents +1 Block Handheld deflection devices. |
coruscating voratun shield of the stars (0 def, 10 armour, 66.5-79.8 power, 202 block)7.0 T5 shield armor Reqs - Shield usage training Str 48 [Ego++] Arcane When used to Attack: Power 66.5 - 79.8 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +202 Melee+ +14 fire +17 light +15 darkness While equipped: Stats +3 Str +7 Mag +5 Cun dps ---------- Dmg.mod +15% light +14% darkness Melee Ret 15 fire ----- def ----- Armour +10 Fatigue +8% Resists +18% fire +14% light +14% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
impervious voratun shield of shrapnel (0 def, 19 armour, 72.5-87 power, 253 block)7.0 T5 shield armor Reqs - Shield usage training Str 48 [Ego++] Master When used to Attack: Power 72.5 - 87.0 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +253 While equipped: Stats +5 Con dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 174 physical damage over 5 turns (1/turn) ----- def ----- Armour +19 Fatigue +8% Phys.save +12 (+6 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
living voratun shield of cold resistance (+15%) (0 def, 10 armour, 72-86.4 power, 194 block)7.0 T5 shield armor Reqs - Shield usage training Str 48 [Ego+] Nature/Master When used to Attack: Power 72.0 - 86.4 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +194 Melee+ +14 nature While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +15% blight +22% cold +19% nature Max.HP +77.00 ---------- misc Talents +1 Block Handheld deflection devices. |
4 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. |
297 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. |
6 onyx0.0 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. |
9 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. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 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 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
2 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. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(151 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
void-walker's alchemist's lamp of the moons1.0 T3 lite [Ego++] Arcane While equipped: dps ---------- Dmg.mod +7% darkness ----- def ----- Resists +8% cold +8% light +7% temporal Affinity +5% darkness Def/telep +14 Res/telep +14% Dur/telep +18% ---------- misc Light +4 Infravis +4 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 161.71 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
4 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 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. |
2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
great pain suppressor salve [power 412] great pain suppressor salve [power 412]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 180% efficiency and 59% cooldown modifier. Let you fight up to -412 life and reduces all damage by 22% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
Transmogrification Chest2.0 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. |
Xanuta the Nimbusedge [power 53] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Mag +1 Wil dps ---------- Crit.mult +10.00% Dmg.mod +3% blight +6% arcane +15% lightning On Hit (Melee): * 20% chance to reduce armor by 28% ----- def ----- Resists +3% lightning +6% acid Setup a psionic shield, reducing all damage taken by 53 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
9 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. |
Isuta the Tundrabraid [power 374] (20 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: Stats +2 Str +5 Dex +6 Wil dps ---------- Dmg.mod +6% acid Res.pen +20% cold ----- def ----- Resists +12% acid Crit.dmg- 10.00% ---------- misc See.Invis +6 Create a shield absorbing up to 374 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 23% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Zeroran the Kilnblight [power 248] (15 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% nature +6% fire Res.pen +10% nature +15% fire Melee Ret 2 fire Create a radius 3 storm for 5 turns. Each turn, creatures within take 110 lightning damage and will be dazed for 1 turn (552 total damage) Puts all charms on 15 cooldown 100% to heal for 68. 100% to increase all damage by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elm wand of clairvoyance [power 9] (19 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 50 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 19 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 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. |
2 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 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. |
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. |
7 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. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Enda the Cornac Wyrmic level 44
43rd Haze 123rd year of Ascendancy at 04:13 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Enda the Cornac Wyrmic level 42
63rd Dusk 123rd year of Ascendancy at 13:17 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Enda the Cornac Wyrmic level 30
30th Pyre 123rd year of Ascendancy at 10:42 see stats
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By Enda the Cornac Wyrmic level 34
67th Pyre 123rd year of Ascendancy at 19:06 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Enda the Cornac Wyrmic level 15
27th Dusk 122nd year of Ascendancy at 14:20 see stats
Don't Poosh it! (Nightmare (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Enda the Cornac Wyrmic level 34
78th Pyre 123rd year of Ascendancy at 19:15 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Enda the Cornac Wyrmic level 42
63rd Dusk 123rd year of Ascendancy at 06:37 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Enda the Cornac Wyrmic level 30
29th Pyre 123rd year of Ascendancy at 16:36 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Enda the Cornac Wyrmic level 19
49th Haze 122nd year of Ascendancy at 20:51 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Enda the Cornac Wyrmic level 31
30th Pyre 123rd year of Ascendancy at 23:42 see stats
Guiding Hand (Nightmare (Roguelike) difficulty)
Saved all escorted adventurers.By Enda the Cornac Wyrmic level 45
47th Haze 123rd year of Ascendancy at 23:27 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Enda the Cornac Wyrmic level 33
60th Pyre 123rd year of Ascendancy at 22:33 see stats
Huge Appetite (Nightmare (Roguelike) difficulty)
Ate 20 bosses.By Enda the Cornac Wyrmic level 35
78th Pyre 123rd year of Ascendancy at 19:15 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Enda the Cornac Wyrmic level 10
5th Mirth 122nd year of Ascendancy at 13:19 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Enda the Cornac Wyrmic level 20
50th Haze 122nd year of Ascendancy at 21:04 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Enda the Cornac Wyrmic level 30
23rd Pyre 123rd year of Ascendancy at 12:43 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Enda the Cornac Wyrmic level 40
55th Dusk 123rd year of Ascendancy at 10:18 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Enda the Cornac Wyrmic level 11
11st Dusk 122nd year of Ascendancy at 00:59 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Enda the Cornac Wyrmic level 28
47th Regrowth 123rd year of Ascendancy at 21:33 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Enda the Cornac Wyrmic level 23
39th Regrowth 123rd year of Ascendancy at 01:44 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Enda the Cornac Wyrmic level 14
20th Dusk 122nd year of Ascendancy at 00:38 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Enda the Cornac Wyrmic level 11
9th Mirth 122nd year of Ascendancy at 13:48 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Enda the Cornac Wyrmic level 11
1st Summertide 122nd year of Ascendancy at 02:48 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Enda the Cornac Wyrmic level 32
43rd Pyre 123rd year of Ascendancy at 16:42 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Enda the Cornac Wyrmic level 22
3rd Regrowth 123rd year of Ascendancy at 10:31 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Enda the Cornac Wyrmic level 36
10th Dusk 123rd year of Ascendancy at 09:27 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Enda the Cornac Wyrmic level 42
62nd Dusk 123rd year of Ascendancy at 08:51 see stats
Log
Mayymira the corrupted acidic digestor's acid area effect hits Enda for 41 acid damage.
Mayymira the corrupted acidic digestor's acid area effect hits Mayymira the corrupted acidic digestor for 22 acid damage.
Corrupted acidic digestor's acid area effect hits Enda for 25 acid damage.
Corrupted acidic digestor's acid area effect hits Corrupted acidic digestor for 32 acid damage.
Enda roars!
Enda's mind surges with critical power!
Lisygatha the corrupted plasmic disruptor's void star absorbs the damage from Enda, converting it into entropy!
Enda surges with fiery power!
Lisygatha the corrupted plasmic disruptor wanders around!.
Mayymira the corrupted acidic digestor shares damage with his oozes!
Corrupted acidic digestor shares damage with his oozes!
Enda hits Corrupted acidic digestor for 67 fire, 201 cold (268 total damage).
Enda hits Mayymira the corrupted acidic digestor for 70 fire, 178 cold (248 total damage).
Enda hits Lisygatha the corrupted plasmic disruptor for (118 absorbed), 0 fire, (98 to entropy), (69 absorbed), 0 cold, (125 absorbed), 0 lightning, (109 absorbed), 0 arcane (0 total damage).
Elemental Surge hits Corrupted acidic digestor for 339 fire damage.
Enda killed Mayymira the corrupted acidic digestor!
Elemental Surge killed Corrupted acidic digestor!
Mayymira the corrupted acidic digestor's Soul Rot hits Enda for 471 blight damage.
Lisygatha the corrupted plasmic disruptor's Reality Fracture hits Enda for 15 temporal, 13 darkness (27 total damage).
Lisygatha the corrupted plasmic disruptor's Netherblast hits Enda for 188 temporal damage.
Enda the level 46 cornac wyrmic was timewarped to death by Lisygatha the corrupted plasmic disruptor on level 1 of inside a giant tentacle.
Enda has finished recovering.
Enda's whispers fade.
Enda deactivates Elemental Harmony.
Enda is free from the rotting disease.
Enda has survived the entropic gift.
Enda is no longer blood locked.
Enda stops bleeding.
Enda is free from the weakness disease.
Enda is fully armored again.





























































































































































