













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 | Male |
| Race | Thalore |
| Class | Oozemancer |
| Level / Exp | 42 / 37% |
| Size | big |
| Lifes / Deaths | Killed by overpowered greater multi-hued wyrm at level 42 on the 34th Dusk 123rd year of Ascendancy at 21:52 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 29 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 59 (base 42) |
| Magic | 28 (base 10) |
| Willpower | 107.48672388751 (base 60) |
| Cunning | 75 (base 60) |
Resources
| Life | -7/1000 |
| Equilibrium | 46 |
| Steam | 100/100 |
| Healing Factor | 1.82096069869 |
| Regeneration | 20.850000000001 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Stealth | 6 |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 53 |
| Crit Chance | 18% |
| APR | 45 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 82 |
| Accuracy | 53 |
| Crit Chance | 22% |
| APR | 29 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 75 |
| Crit Chance | 56% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Light | +22% |
| Mind | +24% |
| Nature | +73% |
| Physical | +22% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Mind | +15% |
| Nature | +82% |
Defense: Base
| Armour (hardiness) | 8 (38.536585365854%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 52 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Blight | + 35%( 70%) |
| Arcane | + 63%( 70%) |
| Cold | + 55%( 70%) |
| All | + 31%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 51%( 70%) |
| Temporal | + 62%( 70%) |
| Physical | + 34%( 70%) |
| Mind | + 33%( 70%) |
| Fire | + 41%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 70% |
| Poison Resistance | 100% |
| Blind Resistance | 62% |
| Silence Resistance | 30% |
| Bleed Resistance | 62% |
| Teleport Resistance | 100% |
| Pinning Resistance | 56% |
| Disarm Resistance | 90% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 61% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 540 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 41% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: 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 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Oozing blades | 1.80 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Wild-gift / Moss | 2.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Eyal's fury | 1.80 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Slime | 1.80 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Ooze | 1.80 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Mucus | 1.80 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.80 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Physics | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.80 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Race / Thalore | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Unstoppable Nature |
| talent | Psiblades |
| talent | Mitosis |
| talent | Acidic Skin |
| detrimental effect | The target is on fire, taking 193.61 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| detrimental effect | The target has 6 reduced saves and defense, and 4% reduced critical chance. 3 JinxThis effect will fade in 2 turns if the source is not in line of sight. |
| beneficial effect | Nature damage increased by 5%. Natural Acid |
| beneficial effect | You lay mucus where you walk. Mucus |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
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 |
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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair) | 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 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. | 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 Dreaming One. | done |
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. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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 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: 205. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 hummerhorn wing. * You've found the needed pouch of luminous horror dust. * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed skeleton mage skull. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed sandworm tooth. * You've found the needed minotaur nose. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | Layolrathra (10 def, 3 armour) 2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +7 Str +7 Con dps ---------- Dmg.mod +14% physical Res.pen +15% mind Acc +20 (+15 eff.) ----- def ----- Armour +3 Defense +10 (+3 eff.) Resists +22% lightning +22% temporal Phys.save +9 (+3 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% ---------- misc Stam/turn +3.04 Size +1 A pair of boots made of leather. |
| Light source | Summertide Phial 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +22% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +8 See.Stealth +6 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(155 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Neribeth the Growwilter (1 def, 0 armour) 2.0 T1 head armor [Rare] Psionic While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane Max.HP +40.00 Heal.mod +5% Silence- +30% Stun/Frz- +20% ---------- misc Equi/ret +0.90 Psi/ret +0.80 Hate/ret +0.90 A pointy cloth hat, very wizardly... |
| On hands | Spellhunt Remnants (4 def, 5 armour) 1.5 T4 hands armor [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+2 eff.) Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Armour +5 Defense +4 (+1 eff.) Spell.save +10 (+3 eff.) Max.HP +80.00 Disarm- +90% ---------- misc Talents +4 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | Bethobremina the Burnrupture [power 25] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Resists +3% cold +3% blight +3% fire +5% arcane +3% mind Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to heal for 38. Torques are made by powerful psionics to store psionic powers. |
| 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 23.77 cold and 25.22 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 | 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 (+2 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. |
| Around neck | voratun amulet 'Chamoraleg'0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +6 Str +3 Con dps ---------- Mind.crit +2% Mind.pwr +20 (+5 eff.) ----- def ----- Resists +24% temporal Phys.save +13 (+4 eff.) Max.HP +53.00 HP.reg +8.00 Pinning- +41% Knockbk- +46% ---------- misc Equi/ret +0.08 Max.hate +6.00 Amulets can have magical properties. |
| In main hand | Cyraldana the Gloomjeer (8.5-9.35 power, 44 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 8.5 - 9.4 Nature Uses 91% Wil, 55% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +44 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Mind.crit +4% Crit.mult +20.00% Mind.pwr +11 (+2 eff.) Melee+ 7 lightning 5 physical 4 cold 6 acid 6 fire Dmg.mod +12% mind +6% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 33% ----- def ----- Resists +5% lightning +5% physical +6% fire +7% cold +4% acid ---------- misc Psi/ret +0.08 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. |
| Around 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 (+3 eff.) ----- def ----- Talent.cat+ +0.20 Wild-gift Mind.save +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. |
| In off hand | Serpent's Glare (7-7.7 power, 28 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 91% Wil, 55% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +28 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 3.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 186.85 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 | Isleldanor the Poxwrecker (21 def, 0 armour) 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Dex +2 Wil dps ---------- Apr +1 ----- def ----- Defense +21 (+7 eff.) Resists +30% lightning +6% fire +3% nature Mind.save +7 (+2 eff.) 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 | Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+4 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
medical injector implant (efficiency 129% / cooldown 71%)0.1 T1 implant scroll [Normal] 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 129% efficiency and cooldown mod of 71%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 219% / cooldown 74%)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 219% efficiency and cooldown mod of 74%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 200% / cooldown 63%)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 200% efficiency and cooldown mod of 63%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 137% / cooldown 61%)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 137% efficiency and cooldown mod of 61%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 9)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.6 steam per turn. Can be activated for an instant burst of 43 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.9 steam per turn. Can be activated for an instant burst of 55 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 64; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 64 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. |
heroism infusion (die at -423; dur 7; cd 34)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 38 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 -423 life. The duration and life will increase by 1% for every 1% life you have lost (currently 849 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 -386; 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 37 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 -386 life. The duration and life will increase by 1% for every 1% life you have lost (currently 774 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 275; 13 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.3 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 275 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 727; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.3 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 727 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 449; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.3 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 449 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. |
regeneration infusion of the sneak (heal 549; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.3 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 549 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. |
Rune of the Rift (579.95 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 579.95 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. |
acid wave rune (damage 77; dur 4; cd 22)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 77.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 38; dur 4; cd 22)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 38.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 6; phase 16; cd 17)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 17 Travel.spd instantaneous 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 16%, your defense is increased by 16 and all your resistances by 16%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 6; phase 18; cd 16)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 16 Travel.spd instantaneous 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 18%, your defense is increased by 18 and all your resistances by 18%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 1138% over 10 turns; mana 57; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1138% for 10 turns (228 total) and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the sneak (regen 1480% over 10 turns; mana 74; 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 Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1480% for 10 turns (296 total) and instantly restoring 74 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune of the wizard (regen 1355% over 10 turns; mana 68; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1355% for 10 turns (271 total) and instantly restoring 68 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. 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 111; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 111 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 50; cd 13)0.1 rune scroll [Normal] 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 50 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 warrior (absorb 103; cd 17)0.1 rune scroll [Ego] Arcane 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 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 103 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 371; dur 5; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 371 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 529; dur 7; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 529 damage for 7 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. |
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. |
3 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. |
6 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. |
5 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. |
7 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. |
3 schematic: Corrosive 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: Crystal Plating0.1 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. |
3 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. |
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: 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. |
2 schematic: Hand Cannon0.1 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: Headlamp0.1 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: Healing 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. |
3 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. |
2 schematic: Itching Powder0.1 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: 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. |
3 schematic: Mana 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. |
schematic: Mental Stimulator0.1 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: Moss Tread0.1 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: Rocket Boots0.1 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: 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. |
4 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. |
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 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: 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. |
4 schematic: Solid 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: 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. |
2 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. |
5 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: Thunder Grenade0.1 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: Thunderclap 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. |
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: Viral Injector0.1 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: Viral Needlegun0.1 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. |
5 schematic: Voltaic Sentry0.1 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: 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. |
schematic: White Light Emitter0.1 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: 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. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 3.6 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 452 (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. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Glorabrenn the Filthstoker0.1 T3 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +7 (+1 eff.) Melee Ret 4 nature ----- def ----- Resists +18% lightning +16% temporal +15% light +3% fire +10% darkness Mind.save +7 (+2 eff.) Blind- +28% Confus- +13% Pinning- +22% Knockbk- +29% Amulets can have magical properties. |
Manelach0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Armour +2 Resists +26% lightning +3% fire +2% physical Phys.save +3 (+1 eff.) Spell.save +6 (+2 eff.) Stun/Frz- +20% Amulets can have magical properties. |
cleansing copper amulet0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +11% nature +10% blight Poison- +20% Disease- +20% Amulets can have magical properties. |
insulating steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +11% fire +10% cold Amulets can have magical properties. |
Armodig0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +3 Con dps ---------- Phys.pwr +8 (+3 eff.) Spell.pwr +10 (+2 eff.) Mind.pwr +11 (+2 eff.) On Hit (Melee): * 20% chance to reduce armor by 17% * 20% chance to reduce strength, dexterity, and constitution by 7 ----- def ----- Crit.dmg- 15.00% ---------- misc Light +3 Rings can have magical properties. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Rings can have magical properties. |
mule's stralite ring of corrosion (+34%)0.1 T4 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +17% acid ----- def ----- Fatigue -7% Resists +34% acid ---------- misc Max.enc +28 Rings can have magical properties. |
savior's steel ring of frost (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +8 (+3 eff.) Rings can have magical properties. |
steel ring 'Xerowyn'0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Dex +8 Con dps ---------- Res.pen +20% physical Acc +20 (+15 eff.) ----- def ----- Spell.save +12 (+4 eff.) Blind- +26% ---------- misc Infravis +4 See.Stealth +11 See.Invis +10 Rings can have magical properties. |
steel ring of corrosion (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Rings can have magical properties. |
dwarven-steel battleaxe (34.5-51.75 power, 2 apr)3.0 T3 battleaxe 2H weapon [Normal] Power 34.5 - 51.8 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
Swordbreaker (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
stralite dagger (26.5-34.45 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Normal] Power 26.5 - 34.5 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Sharp, short and deadly. |
dwarven-steel greatmaul (41.5-62.25 power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 41.5 - 62.3 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
caustic elven-wood longbow4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego+] Nature Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +9 On Crit.r2 +18 acid +33 nature While equipped: dps ---------- Res.pen +20% acid +18% nature Apr +14 Longbows are used to shoot arrows at your foes. |
elven-wood longbow4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Normal] Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +9 Longbows are used to shoot arrows at your foes. |
Bethynor the thorny mindstar (8.5-9.35 power, 26 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +26 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Dex dps ---------- Mind.crit +3% Crit.mult +10.00% Phys.pwr +15 (+5 eff.) Mind.pwr +6 (+1 eff.) ----- def ----- Armour +2 Defense +10 (+3 eff.) Die.at -20.00 life Max.HP +10.00 HP.reg +0.50 ---------- 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. |
pulsing mindstar (12-13.2 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Normal] Nature Power 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ---------- 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. |
reinforced leather sling4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Slings are used to hurl stones or metal shots at your foes. |
runic stralite steamgun4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot [Ego+] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit: 10% Arcane Vortex 4 Uses 2.0 Steam While equipped: Stats +6 Mag dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +12% arcane Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steady dwarven-steel steamgun4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot [Ego] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +3.0% Acc +8 (+8 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Heartrend (28-42 power, 19 apr)3.0 T4 steamsaw 1H weapon Reqs Str 30 [Unique] Steamtech Power 28.0 - 42.0 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +19 Crit +9.0% Atk.spd 100% Block +50 HP.leech +0% On Hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +8 (+3 eff.) Fatigue +9% ---------- misc Talents +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
dwarven-steel steamsaw (20-30 power, 0 apr)3.0 T3 steamsaw 1H weapon [Normal] Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- 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! |
stormbringer's deep-steel trident of massacre (36.5-58.4 power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Nature/Master Power 36.5 - 58.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Crit.r2 +41 lightning +21 cold While equipped: dps ---------- Mov.spd +49% Res.pen +14% lightning +21% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Rhagarek (31-43.4 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Random Unique] Arcane/Master Power 31.0 - 43.4 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +8 fire While equipped: Stats +5 Str +4 Dex +3 Cun dps ---------- Spell.pwr +30 (+8 eff.) Phys.spd +10% Dmg.mod +9% physical Acc +22 (+16 eff.) ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Max.hate +4.00 One-handed war axes. |
truestriking stralite waraxe of massacre (43-60.2 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Master Power 43.0 - 60.2 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +13% physical Acc +13 (+12 eff.) Apr +8 One-handed war axes. |
Band of Protection1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Generate a personal shield that absorbs up to 230 damage and damages attackers striking the wearer for 29 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. |
Dimlord (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +5 Con dps ---------- Phys.crit +1.0% Acc +5 (+5 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +3% darkness Phys.save +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Oluvor the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) Resists +3% acid +3% cold +6% darkness Disarm- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sootrace (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +8 Str +9 Dex +2 Wil +3 Cun dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 33% ----- def ----- Defense +2 (+1 eff.) Crit.dmg- 15.00% ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zubekira the Phlegmslice (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Melee Ret 2 nature ----- def ----- Defense +2 (+1 eff.) Resists +3% lightning +9% cold +9% nature Spell.save +6 (+2 eff.) ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of fog (8 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +8 (+3 eff.) Resists +15% light +14% fire Stealth +8 Max.HP +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brodoyaromirain (0 def, 0 armour)2.0 T3 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% mind Res.pen +5% acid On Hit (Melee): * 10 arcane resource burn * 20% chance to reduce armor by 17% ----- def ----- Resists +9% darkness +9% blight +3% fire +12% mind +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
slimy cashmere robe of nature (+19%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +13% nature On Melee Ret: * 6% chance to slow global speed by 70% * 4 arcane resource burn ----- def ----- Resists +19% nature +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +9% nature ----- def ----- Resists +8% blight +11% all Max.HP +55.00 HP.reg +1.50 Heal.mod +11% Poison- +20% Disease- +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +7% nature ----- def ----- Resists +9% all Poison- +22% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 112 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Serpentresolve (0 def, 8 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Armour +8 Fatigue -5% Resists +9% acid +12% cold +9% blight +4% physical Phys.save +11 (+3 eff.) Max.HP +100.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +38 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Resists +8% fire +7% cold A pair of boots made of leather. |
pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
pair of hardened leather boots 'Betamina' (5 def, 7 armour)2.0 T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.crit +2.0% Phys.pwr +4 (+2 eff.) Res.pen +8% physical ----- def ----- Armour +7 Defense +5 (+2 eff.) Resists +8% lightning +7% temporal +3% nature Phys.save +9 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +20% Pinning- +0% Knockbk- +0% Teleport- +0% A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 3.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 145.40 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Normal] While equipped: ----- 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. |
drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Normal] While equipped: ----- 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. |
drakeskin leather gloves of dexterity (+3) (0 def, 3 armour)1.0 T4 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +16 (+13 eff.) ----- 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. |
voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+3 eff.) ----- def ----- Defense +8 (+3 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
clarifying cashmere wizard hat of lightning (+21%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature/Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +14% lightning ----- def ----- Defense +2 (+1 eff.) Resists +21% lightning Mind.save +9 (+3 eff.) A pointy cloth hat, very wizardly... |
cleansing rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +7% nature +5% blight A cap made of leather. |
defender's rough leather cap of dexterity (+4) (4 def, 5 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +4 Dex ----- def ----- Armour +5 Defense +4 (+1 eff.) Fatigue +1% Resists +3% all Phys.save +6 (+2 eff.) A cap made of leather. |
dragonslayer's hardened leather hat of absorption (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +9% acid +8% fire +8% lightning +10% cold ---------- misc Stam/ret +1.90 Equi/ret +1.50 A hat made of leather. Very stylish. |
fearwoven cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +12% darkness +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +9% darkness +10% physical ---------- misc Max.hate +9.00 A pointy cloth hat, very wizardly... |
grounding iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Quenchoozer' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold +9% light +3% darkness Res.pen +10% darkness Melee Ret 6 cold ----- def ----- Armour +3 Fatigue +3% Resists +5% acid +11% fire +9% lightning +8% cold ---------- misc Light +3 A cap made of leather. |
hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
miner's hardened leather cap of absorption (0 def, 5 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +3% ---------- misc Stam/ret +1.60 Equi/ret +1.30 Infravis +2 A cap made of leather. |
prismatic rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +11% light +10% darkness A cap made of leather. |
stabilizing hardened leather hat of strength (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +3 Fatigue +3% Phys.save +14 (+4 eff.) A hat made of leather. Very stylish. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 3.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 91.38 to 274.15 lightning damage (182.76 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
volcanic reinforced leather armour of clarity (12 def, 13 armour)9.0 T4 light armor [Ego+] Nature/Psionic While equipped: dps ---------- Melee+ 9 fire Ranged+ 8 fire ----- def ----- Armour +13 Defense +12 (+4 eff.) Fatigue +8% Resists +18% fire +8% mind +17% physical Mind.save +16 (+5 eff.) A suit of armour made of leather. |
fearforged stralite plate armour of lightning resistance (0 def, 13 armour)17.0 T4 massive armor Reqs - Massive armour training Str 48 [Ego+] Arcane/Master While equipped: Stats +7 Con ----- def ----- Armour +13 Fatigue +31% Resists +19% lightning +9% fire -15% light +9% darkness Phys.save +7 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +9 (+3 eff.) A suit of armour made of metal plates. |
stralite shield of lightning resistance (+23%) (0 def, 8 armour, 143.5 block)7.0 T4 shield armor Reqs - Shield usage training Str 35 [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +8 Fatigue +8% Resists +23% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
5 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. |
452 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. |
4 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. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
6 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. |
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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+10 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Stimulus2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+4 eff.) Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 4 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
Biran1.0 T3 lite [Rare] Nature While equipped: Stats +2 Str +2 Wil ----- def ----- Resists +9% lightning +12% darkness Phys.save +18 (+6 eff.) Max.HP +54.00 Disease- +20% Stun/Frz- +20% ---------- misc Light +4 See.Invis +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.2 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 9.50 cold damage and 10.08 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Yviyanor the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: dps ---------- Res.pen +10% mind ----- def ----- Resists +6% light +24% lightning Crit.dmg- 15.00% Mind.save +12 (+4 eff.) Die.at -80.00 life Max.HP +60.00 Pinning- +20% ---------- misc Equi/ret +0.08 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lamp1.0 T3 lite [Ego+] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +12.00% Phys.pwr +7 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
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. |
6 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. |
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. |
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. |
pouch of stralite shots (22/22, 42.5-51 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Normal] Power 42.5 - 51.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 22 Shots are used with slings to pummel your foes to death. |
Chargegrinder [power 275] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +3 Str +6 Wil dps ---------- Res.pen +15% lightning ----- def ----- Resists +30% lightning Crit.dmg- 15.00% ---------- misc Light +3 Blast the opponent's mind dealing 341 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of healing 'Poryta' [power 194] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +6 Dex +5 Mag +2 Wil +3 Con ---------- misc See.Invis +6 Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of summon tentacle [power 280] (25 cooldown)2.0 T4 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 880 Base Damage: 320 Armor: 10 All Resist: 28 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
14 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. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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. |
13 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. |
3 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 Laon the Thalore Oozemancer level 35
3rd Summertide 123rd year of Ascendancy at 08:31 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Laon the Thalore Oozemancer level 34
2nd Mirth 123rd year of Ascendancy at 01:21 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Laon the Thalore Oozemancer level 38
10th Dusk 123rd year of Ascendancy at 15:24 see stats
Are you out of your mind?! (Nightmare (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Laon the Thalore Oozemancer level 41
34th Dusk 123rd year of Ascendancy at 20:31 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Laon the Thalore Oozemancer level 37
7th Dusk 123rd year of Ascendancy at 09:49 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Laon the Thalore Oozemancer level 13
33rd Dusk 122nd year of Ascendancy at 19:44 see stats
Destroyer of the creation (Nightmare (Roguelike) difficulty)
Killed Slasul.By Laon the Thalore Oozemancer level 39
27th Dusk 123rd year of Ascendancy at 06:15 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Laon the Thalore Oozemancer level 36
3rd Dusk 123rd year of Ascendancy at 22:05 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Laon the Thalore Oozemancer level 19
9th Haze 122nd year of Ascendancy at 03:32 see stats
Flooder (Nightmare (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Laon the Thalore Oozemancer level 40
27th Dusk 123rd year of Ascendancy at 13:39 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 Laon the Thalore Oozemancer level 29
27th Pyre 123rd year of Ascendancy at 10:49 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Laon the Thalore Oozemancer level 10
3rd Dusk 122nd year of Ascendancy at 13:34 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Laon the Thalore Oozemancer level 20
10th Haze 122nd year of Ascendancy at 04:07 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Laon the Thalore Oozemancer level 30
36th Pyre 123rd year of Ascendancy at 00:39 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Laon the Thalore Oozemancer level 40
27th Dusk 123rd year of Ascendancy at 06:15 see stats
Lucky Girl (Nightmare (Roguelike) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Laon the Thalore Oozemancer level 35
6th Flare 123rd year of Ascendancy at 03:21 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Laon the Thalore Oozemancer level 28
17th Pyre 123rd year of Ascendancy at 21:36 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Laon the Thalore Oozemancer level 28
78th Haze 122nd year of Ascendancy at 13:35 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Laon the Thalore Oozemancer level 25
66th Haze 122nd year of Ascendancy at 21:47 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Laon the Thalore Oozemancer level 37
4th Dusk 123rd year of Ascendancy at 06:32 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Laon the Thalore Oozemancer level 11
6th Dusk 122nd year of Ascendancy at 20:27 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Laon the Thalore Oozemancer level 19
10th Haze 122nd year of Ascendancy at 04:07 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Laon the Thalore Oozemancer level 29
27th Pyre 123rd year of Ascendancy at 06:23 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Laon the Thalore Oozemancer level 18
75th Dusk 122nd year of Ascendancy at 17:28 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Laon the Thalore Oozemancer level 33
1st Mirth 123rd year of Ascendancy at 02:14 see stats
Log
Laon's mucus ooze uses Slime Spit.
Overpowered greater multi-hued wyrm's void star absorbs the damage from Laon, converting it into entropy!
Overpowered greater multi-hued wyrm is wasting away!
Laon's natural acid becomes more concentrated!
Overpowered greater multi-hued wyrm resists!
Overpowered greater multi-hued wyrm resists!
Overpowered greater multi-hued wyrm deactivates Atrophy.
Laon's Acidfire cloud hits Overpowered greater multi-hued wyrm for 100 acid damage.
Laon's Acidfire cloud hits Overpowered greater multi-hued wyrm for 118 acid damage.
Laon's manaburn arcane area effect hits Overpowered greater multi-hued wyrm for 0 arcane damage.
Laon's manaburn arcane area effect hits Overpowered greater multi-hued wyrm for 0 arcane damage.
Laon hits Overpowered greater multi-hued wyrm for (235 to entropy), 496 nature (496 total damage).
Laon hits Overpowered greater multi-hued wyrm for 766 nature damage.
Laon is no longer attuned.
Burning from Overpowered greater multi-hued wyrm hits Laon for 114 fire damage.
Overpowered greater multi-hued wyrm uses Silence.
Laon resists the silence!
Overpowered greater multi-hued wyrm breathes sand!
Overpowered greater multi-hued wyrm resists the sandstorm!
Overpowered greater multi-hued wyrm hits Laon's mucus ooze for 764 physical damage.
Overpowered greater multi-hued wyrm hits Overpowered greater multi-hued wyrm for 258 physical damage.
Overpowered greater multi-hued wyrm hits Laon's mucus ooze for 575 physical damage.
Overpowered greater multi-hued wyrm hits Laon for 508 physical damage.
Laon the level 42 thalore oozemancer was chopped into tiny pieces to death by an overpowered greater multi-hued wyrm on level 2 of Vor Armoury.
The skin of Laon starts dripping acid.
Laon stops burning.
Laon deactivates Psiblades.
Laon deactivates Unstoppable Nature.
Laon's nature damage is no longer so potent.
Laon deactivates Mitosis.




































































































































































