











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.0Official 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:
Forbidden Cults 1.7.0Official 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.
ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 1.7.0Official 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:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Krog |
| Class | Marauder |
| Level / Exp | 29 / 47% |
| Size | huge |
| Lifes / Deaths | Killed by Xerelaith the rogue at level 22 on the 79th Dusk 122nd year of Ascendancy at 12:04 1 / 5Killed by Xerelaith the rogue at level 22 on the 79th Dusk 122nd year of Ascendancy at 13:21 Killed by Xerelaith the rogue at level 22 on the 79th Dusk 122nd year of Ascendancy at 15:18 Killed by bloated horror at level 29 on the 72nd Haze 122nd year of Ascendancy at 06:24 Killed by bloated horror at level 29 on the 72nd Haze 122nd year of Ascendancy at 08:03 |
| Antimagic | Follower |
Primary Stats
| Strength | 83 (base 58) |
| Dexterity | 67 (base 60) |
| Constitution | 49 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 43 (base 10) |
| Cunning | 22 (base 11) |
Resources
| Psi | 183/183 |
| Life | 1023/1023 |
| Steam | 100/100 |
| Stamina | 300/300 |
| Equilibrium | 0 |
| Healing Factor | 1.3232873839944 |
| Regeneration | 4.300683997982 |
Speed
| Mental | +1.1102230246252E-13% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 8 |
| Infravision | 9 |
| See Stealth | 15 |
| See Invisible | 15 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 122 |
| Accuracy | 45 |
| Crit Chance | 44% |
| APR | 45 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 98 |
| Accuracy | 45 |
| Crit Chance | 42% |
| APR | 45 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +9% |
| Acid | +21% |
| Nature | +15% |
| Temporal | +6% |
| Darkness | +15% |
| Physical | +37% |
| Mind | +23% |
| All | 0% |
Offense: Damage Penetration
| Acid | +30% |
| Mind | +15% |
| Lightning | +15% |
| Cold | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 28 (93.914983985962%) |
| Defense | 66 |
| Ranged Defense | 66 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 38 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 20%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 64%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 33%( 70%) |
| Physical | + 24%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 51%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
| Silence Resistance | 20% |
| Confusion Resistance | 75% |
| Stun Resistance | 100% |
| Pinning Resistance | 49% |
| Poison Resistance | 0% |
| Knockback Resistance | 56% |
Inscriptions (3/3)
| 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 151% efficiency and cooldown mod of 53%. Its effects scale with your Magic 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 171% efficiency and cooldown mod of 58%. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Bloodthirst | 1.00 |
| 4/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 3/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | Increases defense by 22. Mobile Defense |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
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 grave | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+1 level(s)). | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | active |
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 precision. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed xorn fragment. * You've found the needed orc 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 pouch of luminous horror dust. * You've found the needed green worm. * You've found the needed storm wyrm claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed bear paw. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
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 | Zanaromidor (15 def, 4 armour) =5con=3.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +4 Defense +15 (+4 eff.) Fatigue +3% Resists +4% physical Spell.save +6 (+2 eff.) Mind.save +9 (+3 eff.) Max.HP +40.00 Heal.mod +5% ---------- 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. |
| Light source | alchemist's lamp 'Chargewend'1.0 T3 lite [Rare] Master While equipped: Stats +3 Str +6 Con dps ---------- Dmg.mod +9% physical Res.pen +15% lightning ----- def ----- Armour +4 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | iron helm 'Islinn' (0 def, 3 armour) 3.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +5.00% Dmg.mod +21% physical Acc +15 (+5 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold Crit.dmg- 10.00% ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Issychik (0 def, 2 armour) 1.5 T2 hands armor [Rare] Master While equipped: Stats +3 Cun +2 Wil dps ---------- Phys.crit +13.0% Spell.crit +10% Mind.crit +12% Crit.mult +25.00% Mind.pwr +25 (+8 eff.) Dmg.mod +6% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Fatigue +3% Disarm- +80% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.psi +50.00 Talents +3 Iron Grip Unarmed combat: Power 26.0 - 36.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +15.0% Atk.spd 83% On Crit: 20% Cripple 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Radhidunarain (dig speed 11 turns)3.0 T3 digger tool [Random Unique] Master/Psionic While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +25 (+7 eff.) Dmg.mod +8% mind +9% fire ----- def ----- Mind.save +7 (+2 eff.) ---------- misc Stam/turn +2.00 Light +1 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | stralite ring 'Shademire'0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +15% darkness On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Resists +3% acid Mind.save +10 (+3 eff.) Max.HP +34.00 HP.reg +3.00 Disarm- +25% Pinning- +26% Stun/Frz- +38% Knockbk- +36% Rings make your fingers look great! |
| On fingers | copper ring 'Xanubrevea'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +6% acid Res.pen +15% acid ----- def ----- Resists +15% acid Spell.save +17 (+6 eff.) Max.HP +60.00 Silence- +20% ---------- misc Max.stam +13.00 Rings make your fingers look great! |
| Around neck | steel amulet 'Braniregoldil'0.1 T2 amulet jewelry [Random Unique] Nature While equipped: dps ---------- Melee Ret 2 arcane ----- def ----- Resists +15% lightning +6% physical +12% temporal Spell.save +3 (+1 eff.) Pinning- +23% Stun/Frz- +24% Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.40 Vim/s.crit +1.00 Amulets make your neck look great! |
| In main hand | Stormstone the dwarven-steel longsword (34-48 power, 16 apr) 3.0 T3 longsword 1H weapon [Rare] Master Power 34.0 - 47.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +16 Crit +15.5% Atk.spd 100% Against +0% Undead +0% Demon +0% Horror On Hit.r1 +16 lightning While equipped: dps ---------- Res.pen +15% mind ----- def ----- Resists +6% blight +3% light +12% nature Sharp, long, and deadly. |
| Around waist | Hailtorrent the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +10% cold ----- def ----- Resists +5% arcane +6% fire Max.HP +44.00 Confus- +20% Stun/Frz- +20% A belt that goes around your waist. |
| In off hand | Beyntir (32-46 power, 16 apr) 3.0 T3 mace 1H weapon [Random Unique] Nature/Master Power 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +13.5% Atk.spd 100% Against +0% Undead +0% Demon +0% Horror On Crit.r2 +9 acid +6 nature While equipped: Stats +7 Con +7 Wil dps ---------- Res.pen +15% acid +10% nature Apr +5 ----- def ----- Resists +3% lightning +9% temporal +3% blight Max.HP +48.00 Blunt and deadly. |
| Cloak | Deepsreaper (7 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 23% ----- def ----- Defense +7 (+2 eff.) Resists +15% light +15% fire Phys.save +12 (+4 eff.) Die.at -60.00 life ---------- misc Stam/turn +1.00 Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +8 Str +8 Dex +8 Mag +12 Wil +8 Cun +13 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison 0 physical ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Fatigue +0% Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+4 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. |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
medical injector implant (efficiency 110% / cooldown 51%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 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 110% efficiency and cooldown mod of 51%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
movement infusion of the titan (speed 561%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 561% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 441; 15 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 441 life over 5 turns. 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. |
wild infusion (res 19%; mental; dur 3; cd 14)0.1 infusion scroll [Normal] 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 mental effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shielding rune (absorb 221; dur 4; cd 15)0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 221 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 126; dur 4; cd 18)0.1 rune scroll [Ego] 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 126 damage for 4 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. |
4 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. |
7 schematic: Armour Reinforcement0.1 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: Fireproof 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: Flash 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. |
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. |
2 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. |
2 schematic: Fungal Web0.1 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: Hook 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: 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. |
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. |
2 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: 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: 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: 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. |
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. |
2 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. |
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. |
2 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. |
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. |
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: Unstoppable Force 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: 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. |
3 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. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Lorybar0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +2 Con dps ---------- Phys.pwr +30 (+8 eff.) Apr +4 ----- def ----- Resists +14% temporal Pinning- +30% Knockbk- +28% ---------- misc Max.stam +30.00 Max.hate +4.00 Amulets make your neck look great! |
Arcgrind =4con=0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex +1 Mag +4 Con dps ---------- Dmg.mod +11% lightning +9% mind Res.pen +15% mind ----- def ----- Resists +25% lightning Rings make your fingers look great! |
Zuberin the Glacierravager0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% cold Res.pen +10% acid Melee Ret 2 cold ----- def ----- Resists +3% acid +20% cold +3% light Rings make your fingers look great! |
copper ring 'Isariavea'0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Res.pen +5% mind Melee Ret 4 mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +5% arcane +12% mind Mind.save +7 (+2 eff.) Confus- +21% Rings make your fingers look great! |
mule's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Fatigue -4% Resists +20% lightning ---------- misc Max.enc +20 Rings make your fingers look great! |
Anydudar the Radiancerain (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Crit.mult +14.00% Spell.pwr +9 (+6 eff.) Dmg.mod +20% darkness Res.pen +10% light ----- def ----- Resists +3% lightning +3% temporal +3% mind +12% darkness Mind.save +6 (+2 eff.) Max.HP +60.00 HP.reg +4.00 Poison- +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blighted yew magestaff of might (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Spell.pwr +13 (+8 eff.) Dmg.mod +20% lightning ---------- misc Vim/s.crit +2.00 Max.vim +12.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short yew starstaff (20-24 power, 4 apr, light element)5.0 T3 staff 1H weapon Reqs Mag 24 [Ego] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.2% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+6 eff.) Dmg.mod +20% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew magestaff of might (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +9 (+6 eff.) S.pwr/crit +4 Dmg.mod +20% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Loroderak' (27-32 power, 4 apr, light element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 27.0 - 32.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Spell.crit +3% Spell.pwr +21 (+12 eff.) Dmg.mod +9% arcane +27% light Res.pen +15% arcane +10% acid ---------- misc Mana/s.crit +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Blazeoracle the steel battleaxe (27-40 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Master Power 27.0 - 40.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +16 lightning While equipped: Stats +2 Dex dps ---------- Dmg.mod +18% blight Res.pen +10% blight ----- def ----- Resists +18% lightning Massive two-handed battleaxes. |
steel battleaxe of evisceration (24-35 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Master Power 23.5 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +10 (+3 eff.) Massive two-handed battleaxes. |
Earedas (37-56 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 37.0 - 55.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +8.5% Atk.spd 100% Melee+ +16 physical While equipped: Stats +5 Con dps ---------- Phys.crit +2.0% Dmg.mod +12% mind Acc +10 (+4 eff.) Melee Ret 10 acid ----- def ----- Defense +12 (+3 eff.) Disarm- +42% Massive two-handed battleaxes. |
Grinirek the dwarven-steel battleaxe (34-51 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Arcane Power 34.0 - 51.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Resists +9% mind Spell.save +3 (+1 eff.) Cut- +20% Teleport- +20% Massive two-handed battleaxes. |
dwarven-steel battleaxe 'Camobers' (42-63 power, 2 apr) =10con=3.0 T3 battleaxe 2H weapon [Random Unique] Nature/Master Power 42.0 - 63.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +12 temporal While equipped: Stats +9 Str +7 Dex +7 Mag +9 Wil +10 Cun +10 Con dps ---------- Spell.pwr +20 (+12 eff.) Res.pen +10% blight +12% physical Acc +19 (+7 eff.) Apr +12 Massive two-handed battleaxes. |
dwarven-steel greatmaul 'Neryrin' (41-62 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Psionic Power 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +14 darkness +8 physical Against +17% Living While equipped: Stats +6 Wil dps ---------- Phys.crit +2.0% Dmg.mod +12% physical ----- def ----- Phys.save +6 (+2 eff.) Die.at -60.00 life ---------- misc Stam/turn +3.00 Massive two-handed mauls. |
flaming dwarven-steel greatmaul of massacre (54-81 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Arcane/Master Power 54.0 - 81.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +12 fire Massive two-handed mauls. |
Poryritira the Crackleclash (36-58 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Master Power 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +20 blight On Crit.r2 +16 darkness While equipped: dps ---------- Spell.pwr +10 (+7 eff.) Dmg.mod +6% arcane Res.pen +10% darkness Melee Ret 10 lightning ----- def ----- Resists +9% lightning ---------- misc Mana/turn +0.08 Massive two-handed swords. |
Bethura the dwarven-steel greatsword (52-84 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 52.5 - 84.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +2 Dex +3 Mag +4 Cun ----- def ----- Armour +6 Blind- +20% Poison- +20% Massive two-handed swords. |
dwarven-steel greatsword of phasing (36-57 power, 9 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +3.5% Atk.spd 100% Phasing +17% Massive two-handed swords. |
warbringer's steel longsword of corruption (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Ego++] Arcane/Master Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 20% Curse of Vulnerability 2 While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +13% Sharp, long, and deadly. |
balanced dwarven-steel longsword (25-35 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +5 (+1 eff.) Disarm- +29% Sharp, long, and deadly. |
Arurin the Pitchrot (24-34 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 24.0 - 33.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +25% darkness +25% acid ----- def ----- Resists +9% acid +15% lightning Blunt and deadly. |
steel mace 'Ivaldama' (20-28 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +25% temporal ----- def ----- Armour +6 Resists +3% darkness +2% physical Crit.dmg- 10.00% Die.at -80.00 life Confus- +20% Blunt and deadly. |
dwarven-steel waraxe of crippling (22-30 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% One-handed war axes. |
hateful dwarven-steel waraxe of enduring (20-29 power, 4 apr) =7con=3.0 T3 waraxe 1H weapon [Ego+] Nature/Psionic Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +5 darkness Against +11% Living While equipped: Stats +7 Con +8 Wil ----- def ----- Max.HP +19.00 One-handed war axes. |
Dazzlebiter (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 13.5 - 17.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Dmg.mod +3% light ----- def ----- Resists +12% cold +15% mind +12% light Knockbk- +10% Teleport- +20% Sharp, short and deadly. |
dwarven-steel dagger of massacre (24-32 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 24.5 - 31.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
flaming dwarven-steel dagger of massacre (24-31 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 23.5 - 30.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +8 fire Sharp, short and deadly. |
stralite dagger of rage (28-36 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 28.0 - 36.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +4 Str dps ---------- Dmg.mod +8% physical Acc +9 (+3 eff.) Sharp, short and deadly. |
absorbing mossy mindstar (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego+] Nature/Psionic Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +6% lightning +6% fire +7% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Psionic/Absorption 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. |
nature's mossy mindstar of flames (2-2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego+] Nature Power 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) All.spd +2% Melee+ 6 fire Dmg.mod +3% nature +5% fire Res.pen +5% fire ----- def ----- Resists +3% blight +6% fire Disease- +10% ---------- 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. |
horrifying thorny mindstar of life (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 5 mind 5 darkness Dmg.mod +3% mind +4% darkness ----- def ----- Max.HP +13.00 HP.reg +1.00 ---------- 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. |
thorny mindstar of gales (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +7% lightning +7% cold +9% physical ----- def ----- Defense +6 (+1 eff.) Pinning- +20% ---------- 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. |
thorny mindstar of sand (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 10 physical Dmg.mod +11% physical Res.pen +4% physical ----- def ----- Resists +8% physical ---------- 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. |
Lightfury4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +8 light +8 nature On Hit.r1 +8 light On Crit.r2 +12 nature +20 lightning While equipped: Stats +5 Str dps ---------- Phys.pwr +12 (+3 eff.) Res.pen +10% light +10% lightning ----- def ----- Resists +6% light Longbows are used to shoot arrows at your foes. |
Unlightglean4.0 T3 longbow 2H weapon Reqs Shoot [Random Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +12 fire +14 cold While equipped: dps ---------- Dmg.mod +15% fire +15% temporal +17% physical +20% cold Res.pen +11% physical +9% temporal Melee Ret 2 darkness ----- def ----- Resists +9% fire +5% arcane +3% nature Die.at -60.00 life Poison- +10% ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
Umbratreason4.0 T3 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +8 darkness On Hit.r1 +16 darkness +8 cold While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+3 eff.) ----- def ----- Resists +6% nature +15% blight Spell.save +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Hurilen the Nimbuswisp (24/24, 30-36 power, 2 apr)3.0 T2 shot ammo [Rare] Master Power 30.0 - 36.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +12.5% Capacity 24 Ranged+ +20 lightning On Hit.r1 +8 light +20 lightning On Crit.r2 +20 lightning +8 light On Crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Flamearc the pouch of dwarven-steel shots (19/19, 38-46 power, 3 apr)3.0 T3 shot ammo [Rare] Master Power 38.5 - 46.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +14.0% Capacity 19 Phasing +20% Ranged+ +16 blight +20 fire On Hit.r1 +20 fire On Crit.r2 +20 fire On Crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Xanidagath' (15/15, 38-46 power, 6 apr)3.0 T3 shot ammo [Random Unique] Arcane/Master/Psionic Power 38.5 - 46.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +10.0% Capacity 15 Rld cld 4 Proj.spd +200% Ranged+ +12 blight +12 arcane On Hit.r1 +12 blight On Crit.r2 +4 blight On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
Islylaith the steel shield (0 def, 16 armour, 28-33 power, 78 block)7.0 T2 shield armor [Rare] Master When used to Attack: Power 27.5 - 33.0 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +78 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Dex dps ---------- Phys.crit +7.0% Crit.mult +20.00% Phys.pwr +27 (+7 eff.) ----- def ----- Armour +16 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Sanguine Shield (0 def, 15 armour, 40-48 power, 220 block)7.0 T4 shield armor [Unique] Master When used to Attack: Power 40.0 - 48.0 Physical Uses 120% Str Acc+ +2.5% proc dam (max 250%) Crit +9.0% Block +220 HP.leech +8% While equipped: Stats +10 Con dps ---------- Melee Ret 15 draining blight ----- def ----- Armour +15 Fatigue +19% Resists +25% blight +10% light HP.reg +5.00 ---------- misc Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Anygund (25 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +8 Dex +3 Mag dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +15% light Acc +30 (+10 eff.) ----- def ----- Defense +25 (+6 eff.) Resists +22% light +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +3% Spell.pwr +4 (+4 eff.) Dmg.mod +6% arcane +10% temporal ----- def ----- Resists +11% all ---------- misc Max.mana +18.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +12.00% ----- def ----- Resists +11% all ---------- misc Hate/m.crit +2.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of the mind (+14%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +3 (+1 eff.) Dmg.mod +14% mind ----- def ----- Resists +14% mind +13% all Mind.save +19 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather armour of cold resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +20% cold A suit of armour made of leather. |
rejuvenating hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% HP.reg +4.50 ---------- misc Stam/turn +1.10 A suit of armour made of leather. |
nimble reinforced leather armour (18 def, 7 armour)9.0 T4 light armor [Ego+] Master While equipped: Stats +6 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +7 Defense +18 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
prismatic steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +11% light +13% darkness A suit of armour made of mail. |
steel mail armour 'Noongore' (2 def, 6 armour)14.0 T2 heavy armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +5% physical +5% arcane +27% fire Phys.save +14 (+5 eff.) Cut- +20% Knockbk- +20% A suit of armour made of mail. |
Radhufang the dwarven-steel mail armour (3 def, 25 armour)14.0 T3 heavy armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Armour +25 Defense +3 (+1 eff.) Fatigue +12% Resists +12% light Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Equi/ret +0.08 Psi/ret +0.16 A suit of armour made of mail. |
prismatic dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 T3 heavy armor [Ego+] Arcane/Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +12% light +12% darkness Max.HP +45.00 HP.reg +3.00 Heal.mod +10% A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% HP.reg +3.60 ---------- misc Stam/turn +0.90 A suit of armour made of mail. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+2 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 30.40 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Hettidin the Kilnhunt1.0 T3 belt armor [Rare] Nature While equipped: Stats +8 Str +4 Dex +5 Mag +4 Wil +6 Cun dps ---------- Res.pen +10% fire Melee Ret 2 fire ----- def ----- Resists +6% fire +6% temporal Phys.save +15 (+5 eff.) Spell.save +11 (+4 eff.) Mind.save +15 (+5 eff.) A belt that goes around your waist. |
grounding hardened leather belt of carrying1.0 T3 belt armor [Ego] Arcane/Nature While equipped: ----- def ----- Fatigue -5% Resists +8% lightning +6% temporal ---------- misc Max.enc +20 A belt that goes around your waist. |
Oozewend the pair of rough leather boots (0 def, 2 armour) =4cun=2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Dmg.mod +3% nature On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Armour +2 Crit.dmg- 5.00% ---------- misc Light +3 Infravis +1 A pair of boots made of leather. |
pair of dwarven-steel boots 'Dourstinger' (10 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +7 On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Armour +4 Defense +10 (+2 eff.) Fatigue +3% Resists +3% nature +6% light Stun/Frz- +20% ---------- misc Equi/ret +0.20 Max.psi +50.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) =4cun=1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
Gunolar (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +10.00% Melee+ 8 cold Dmg.mod +15% arcane +6% cold Melee Ret 10 mind ----- def ----- Armour +2 Resists +7% cold Mind.save +18 (+6 eff.) Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +7 ice On Hit: 10% Ice Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Yvyma' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +1 Wil +5 Cun dps ---------- Melee+ 7 acid Dmg.mod +4% acid Acc +6 (+2 eff.) Apr +8 ----- def ----- Armour +2 Resists +5% acid +9% blight HP.reg +5.00 Disarm- +0% ---------- misc Stam/turn +0.70 Mana/turn +0.12 Mana/s.crit +2.00 Max.stam +16.00 Unarmed combat: Power 15.5 - 17.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +10 Crit +3.0% Atk.spd 100% On Crit.r2 +5 acid On Hit: 15% Perfect Strike 3 On Hit: 10% Nightmare 3 On Hit: 10% Corrosive Breath 3 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of the nighthunter (0 def, 2 armour)1.0 T2 hands armor [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Acc +8 (+3 eff.) ----- def ----- Armour +2 Resists +7% darkness ---------- misc Infravis +2 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +7.0% Atk.spd 100% Melee+ +4 darkness On Crit: 10% Dominate 3 Track: Puts all charms on 15 cooldown Level 2.6 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Shockbloom' (0 def, 1 armour) =4con=1.5 T1 hands armor [Rare] Psionic While equipped: Stats +2 Mag +4 Con dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +24% lightning Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +23% ---------- misc Infravis +3 See.Invis +6 Unarmed combat: Power 12.0 - 16.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +7 Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Perfect Control 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Adyth the Moldmortal (0 def, 2 armour)1.5 T2 hands armor [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Phys.pwr +10 (+3 eff.) Melee+ 9 fire Dmg.mod +5% fire ----- def ----- Armour +2 Fatigue +3% Resists +6% cold +7% fire +6% nature +5% physical Phys.save +9 (+3 eff.) Die.at -20.00 life Unarmed combat: Power 19.0 - 26.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +8 fire On Hit: 10% Fire Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Gloruganne the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +7 (+3 eff.) Apr +7 Melee Ret 2 mind On Hit (Melee): * 10% chance to slow global speed by 55% On Melee Ret: * 20 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +3% cold +3% mind +9% temporal Spell.save +17 (+6 eff.) HP.reg +1.50 ---------- misc Stam/turn +0.50 Psi/turn +0.24 Unarmed combat: Power 21.5 - 30.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +8 Apr +14 Crit +8.0% Atk.spd 83% On Hit: 15% Perfect Strike 3 On Hit: 10% Second Wind 1 On Hit: * 20 arcane resource burn Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Emyravea the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Crit.mult +15.00% Mind.pwr +5 (+2 eff.) Melee Ret 2 temporal ----- def ----- Armour +3 Fatigue +3% Resists +8% acid +13% light +12% darkness +9% fire +8% cold +8% lightning Mind.save +3 (+1 eff.) ---------- misc Hate/m.crit +1.00 A hat made of leather. Very stylish. |
cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
hardened leather cap of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
Shockshear (0 def, 3 armour) =11con=3.0 T1 head armor [Rare] Master While equipped: Stats +7 Str +2 Cun +11 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +9% lightning ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Curewish' (7 def, 4 armour) =9cun=3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +9 Cun +4 Dex dps ---------- Dmg.mod +9% fire Res.pen +5% nature +10% fire Acc +5 (+2 eff.) Apr +5 Melee Ret 8 nature On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +7 (+2 eff.) Fatigue +4% Resists +10% lightning +8% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 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. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 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. |
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. |
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. |
7 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. |
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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 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. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
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. |
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. |
568 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. |
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.(100 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
potent frost salve [power 18] potent frost salve [power 18]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 53% cooldown modifier. Remove 1 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent healing salve [power 232] potent healing salve [power 232]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 53% cooldown modifier. Heal 232 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent pain suppressor salve [power 198] potent pain suppressor salve [power 198]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 53% cooldown modifier. Let you fight up to -198 life and reduces all damage by 13% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
dwarven-steel torque of mindblast [power 220] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 271 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
extending dwarven-steel torque of psionic shield [power 85] (25 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 85 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Polayavena the Radiancesear [power 16] (20 cooldown) =4cun=2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Str +1 Dex +4 Cun dps ---------- Melee Ret 4 light ---------- misc Infravis +3 Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Porurera the yew totem of thorny skin [power 36] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 19% * 20% chance to reduce all saves and defense by 28 ----- def ----- Resists +6% nature +6% fire +12% darkness +2% physical Mind.save +6 (+2 eff.) Harden the skin for 7 turns increasing armour by 36 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
cleansing yew totem of thorny skin [power 44] (20 cooldown)2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
overpowered yew totem of healing [power 386] (20 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 386 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Earydas' [power 278] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +20 (+7 eff.) Res.pen +25% blight ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.hate +4.00 Max.vim +20.00 Heal yourself and all friendly characters within 10 spaces for 278 Puts all charms on 15 cooldown 100% to heal for 40. Natural totems are made by powerful wilders to store nature power. |
yew totem of summon tentacle 'Guvena' [power 220] (25 cooldown) =2mag=2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +2 Mag dps ---------- Spell.crit +2% S.pwr/crit +8 ---------- misc Mana/turn +0.08 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 463 Base Damage: 220 Armor: 6 All Resist: 15 Puts all charms on 25 cooldown 100% to heal for 42. 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By DUEL SWORD the Krog Marauder level 26
40th Haze 122nd year of Ascendancy at 10:04 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By DUEL SWORD the Krog Marauder level 9
2nd Summertide 122nd year of Ascendancy at 10:56 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By DUEL SWORD the Krog Marauder level 21
79th Dusk 122nd year of Ascendancy at 02:32 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By DUEL SWORD the Krog Marauder level 21
79th Dusk 122nd year of Ascendancy at 05:40 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By DUEL SWORD the Krog Marauder level 10
1st Dusk 122nd year of Ascendancy at 07:26 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By DUEL SWORD the Krog Marauder level 20
47th Dusk 122nd year of Ascendancy at 18:14 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By DUEL SWORD the Krog Marauder level 20
48th Dusk 122nd year of Ascendancy at 06:08 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By DUEL SWORD the Krog Marauder level 28
70th Haze 122nd year of Ascendancy at 16:03 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By DUEL SWORD the Krog Marauder level 22
79th Dusk 122nd year of Ascendancy at 18:52 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By DUEL SWORD the Krog Marauder level 28
71st Haze 122nd year of Ascendancy at 01:19 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By DUEL SWORD the Krog Marauder level 8
3rd Mirth 122nd year of Ascendancy at 19:10 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By DUEL SWORD the Krog Marauder level 26
41st Haze 122nd year of Ascendancy at 17:23 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By DUEL SWORD the Krog Marauder level 26
41st Haze 122nd year of Ascendancy at 17:22 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By DUEL SWORD the Krog Marauder level 16
16th Dusk 122nd year of Ascendancy at 13:49 see stats
Log
DUEL SWORD becomes a whirlwind of weapons!
Bloated horror slows down.
DUEL SWORD misses Bloated horror.
Bloated horror starts to bleed.
DUEL SWORD performs a melee critical strike against Ganashar the dolleg!
Ganashar the dolleg rearms.
Ganashar the dolleg slows down.
DUEL SWORD performs a melee critical strike against Ganashar the dolleg!
Ganashar the dolleg starts to bleed.
DUEL SWORD hits Ganashar the dolleg for (0 turned into osmosis), 202 physical, (31 turned into osmosis), 31 lightning, (12 turned into osmosis), 12 lightning, (50 turned into osmosis), 236 physical, (31 turned into osmosis), 31 lightning, (7 turned into osmosis), 7 acid, (5 turned into osmosis), 5 nature (525 total damage).
DUEL SWORD hits Bloated horror for 115 physical, 28 lightning, 11 lightning (154 total damage).
Melee retaliation hits DUEL SWORD for (19 resonance), 19 acid, (13 resonance), 13 acid (32 total damage).
DUEL SWORD is free from the weakness disease.
DUEL SWORD speeds up.
Talent Dual Strike is ready to use.
Agony from Bloated horror hits DUEL SWORD for (36 resonance), 36 mind (36 total damage).
Bloated horror uses Mind Sear.
Your resonance field crumbles under the damage!
The psychic field around DUEL SWORD crumbles.
Ganashar the dolleg's defensive darkness area effect hits Bloated horror for 17 darkness damage.
Bloated horror hits DUEL SWORD for (96 resonance), 487 mind (487 total damage).
DUEL SWORD the level 29 krog marauder was psyched to death by a bloated horror on level 1 of Ruined Dungeon.
--------------------------------
DUEL SWORD no longer revels in blood quite so much.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Bloated horror killed DUEL SWORD!
Saving game...
Saving done.






















































































































































