











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Bonuses at Level 10 1.5.10Characters are given +2 Class Talents, +2 Generic Talents, +10 Stat Points, and +1 Prodigy Points upon reaching level 10. This is meant to compensate for the removal of Alchemist Quests, Escorts, Yeek Wayist's Buff, and Wyrm Bile's Stat Changes which are tedious but provide very nice rewards. The idea is to restore some of the power which is lost by removing these rewards without changing the overall strength of the character. Getting the Light Category via escort, for instance, is easily as good as most Prodigies. You can download the mod that removes these things here, made by Regalion: Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Healthbar Top 1.7.6Makes the actor healthbars on top. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Items Vault 1.7.6Donators/Buyers bonus! Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Undead Wild-Gift Classes 1.3.1This mod Will allow Undead Races to play wild-gift Classes, It's not intended to be balanced. Just allow you more options True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Werekracken's Stone Warden Race Unlock Fork 1.7.4This is a fork of Bnnuy's Stone Warden Race Unlock addon which removes the race lock from stone warden that prevents creation of non-dwarf stone wardens. As a side effect, if you play with multiple addons you should now see all of the talents from those available on adventurers and wanderers too. (This addon makes talents with the not_on_random_boss available to adventurers and wanderers. Use them at your own risk.) This addon overloads the adventurer and wilder classes, and superloads the WandererSeed mod dialog. https://github.com/Werekracken/tome-wkstone-warden-race-unlock Changelog Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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. Alternate Talent Requirements 1.5.0Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Unlock Exotic Mastery 1.3.1Are you tired of needing to rescue a Warrior escort before you can train Exotic Mastery? Then this is the addon for you! This addon gives access to the Exotic Weapons Mastery talent by default so it can be trained on any character with Technique/Combat Training. It should be compatible will all other addons. Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Wanderer |
| Level / Exp | 23 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinyba the thief at level 23 on the 37th Dusk 122nd year of Ascendancy at 14:34 / 1 |
Primary Stats
| Strength | 41 (base 23) |
| Dexterity | 76 (base 51) |
| Constitution | 38 (base 19) |
| Magic | 65 (base 51) |
| Willpower | 42 (base 15) |
| Cunning | 32 (base 15) |
Resources
| Mana | 392/392 |
| Psi | 132/132 |
| Life | -180/701 |
| Insanity | 50/100 |
| Stamina | 231/246 |
| Paradox | 300 |
| Healing Factor | 1.4702122670884 |
| Regeneration | 23.710036540556 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 27.300317620788 |
| See Invisible | 27.300317620788 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 60 |
| Crit Chance | 38% |
| APR | 20 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +8% |
| Acid | +17% |
| Light | +26% |
| Temporal | +8% |
| Mind | +8% |
| Lightning | +23% |
| Fire | +27% |
| All | +5% |
Offense: Damage Penetration
| Physical | +21% |
| Light | +5% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 6 (64.574340358689%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 28 |
| Mental Save | 22 |
Defense: Resistances
| Acid | 14%( 70%) |
| Blight | 5%( 70%) |
| Cold | 11%( 70%) |
| All | 2%( 70%) |
| Lightning | 16%( 70%) |
| Light | 20%( 70%) |
| Temporal | 8%( 70%) |
| Mind | 5%( 70%) |
| Darkness | 8%( 70%) |
| Fire | 38%( 70%) |
| Nature | 17%( 70%) |
Defense: Immunities
| Stun Resistance | 59% |
| Confusion Resistance | 45% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Silence Resistance | 23% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 234 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 119 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 199 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 664% 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. |
Class Talents
| Psionic / Slumber | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Storm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.20 |
| 5/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| Spell / Rime wraith | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Conveyance | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Escort: injured seer (level 2 of Ruins of Kor'Pul) | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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&WHITELIGHT_GREEN | 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. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Blazewild (74-111 power, 4 apr)5.0 T5 greatmaul 1H weapon Reqs Str 48 [Random Unique] Nature/Master Power 74.0 - 111.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +4 light On Hit.r1 +4 temporal On Crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +10 Str +9 Dex +9 Mag +19 Wil +9 Cun +14 Con dps ---------- Phys.crit +14.0% Phys.pwr +7 (+2 eff.) Dmg.mod +3% light +3% temporal Melee Ret 4 temporal ----- def ----- Resists +6% light Massive two-handed mauls. |
| Light source | Blindnaught2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% light Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Max.HP +40.00 ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Artherath the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.pwr +30 (+8 eff.) Dmg.mod +13% fire Acc +20 (+5 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +19% fire Die.at -60.00 life A pointy cloth hat, very wizardly... |
| On feet | undeterred pair of hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane While equipped: Stats +2 Mag +3 Wil ----- def ----- Armour +3 Silence- +23% Confus- +25% Stun/Frz- +29% Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Tool | Xerunn the Kindletorrent (dig speed 17 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% acid +15% light Res.pen +16% physical ----- def ----- Resists +12% acid +6% cold While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Galeoracle the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +2.0% Phys.pwr +8 (+3 eff.) Spell.pwr +10 (+3 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +6% lightning +5% all Res.pen +5% physical ----- def ----- Resists +3% lightning +12% light Rings make your fingers look great! |
| On fingers | Toxinseam the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% light +9% fire Acc +6 (+1 eff.) Melee Ret 8 nature Rings make your fingers look great! |
| Around neck | Sootstake the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +3% mind Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +11% lightning +3% mind Stun/Frz- +20% ---------- misc Light +1 Amulets make your neck look great! |
| In main hand | Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% 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 (+7 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. |
| On hands | naturalist&1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 nature Dmg.mod +3% nature Acc +13 (+3 eff.) ----- def ----- Armour +1 Resists +6% nature Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +1 Crit +5.0% Atk.spd 100% On Crit.r2 +5 nature On Hit: 10% Venomous Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | Bokidur the Airbiter1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning On Hit (Melee): * 20% chance to slow global speed by 50% * 20 arcane resource burn ----- def ----- Resists +18% fire +6% darkness +3% cold HP.reg +1.10 Heal.mod +15% A belt that goes around your waist. |
| Cloak | Smearbraze (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Str +4 Wil dps ---------- Res.pen +10% nature ----- def ----- Defense +1 (+0 eff.) Resists +9% nature Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Galaharantir (3 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +6% temporal Max.HP +61.00 HP.reg +2.00 Heal.mod +11% Confus- +20% Stun/Frz- +10% ---------- misc Hate/m.crit +1.00 A suit of armour made of leather. |
Inventory
steam generator implant of the titan (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.3 steam per turn. Can be activated for an instant burst of 31 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the warrior (heal 130; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 130 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 187; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 187 then cleanse 1 wound, poison, and disease effect. 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 97; 13 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 97 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 titan (heal 368; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 368 life over 5 turns. 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. |
blink rune (range 5; phase 12; cd 10)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 20; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the psychic (range 63; 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 Description: Activate the rune to teleport randomly in a range of 63 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist&0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Bileenvy the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +5 Dex +3 Mag +5 Cun dps ---------- Dmg.mod +9% cold ----- def ----- Resists +9% nature Amulets make your neck look great! |
Radhudil the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +2 Wil ----- def ----- Resists +6% blight +3% cold +5% arcane Amulets make your neck look great! |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +6 (+3 eff.) Rings make your fingers look great! |
warrior&0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +11% darkness ----- def ----- Armour +8 Resists +22% darkness Rings make your fingers look great! |
Dimborn (14-18 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 14.0 - 18.2 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +5% darkness ----- def ----- Resists +3% blight +6% light +3% nature +6% mind HP.reg +4.00 Sharp, short and deadly. |
acidic dwarven-steel dagger of massacre (26-33 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 25.5 - 33.1 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 130 damage over 5 turns and reducing armor and accuracy by 17 Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger of massacre (16-20 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 15.5 - 20.2 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
truestriking dwarven-steel dagger (19-25 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +8 (+2 eff.) Apr +7 Sharp, short and deadly. |
flaming dwarven-steel greatmaul of massacre (54-82 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Arcane/Master Power 54.5 - 81.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +19 fire Massive two-handed mauls. |
Mayesevea the ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +12 acid While equipped: Stats +3 Wil dps ---------- Spell.crit +4% Dmg.mod +17% acid +12% blight Melee Ret 10 blight ----- def ----- Spell.save +9 (+5 eff.) ---------- misc Mana/s.crit +2.00 Longbows are used to shoot arrows at your foes. |
blazebringer&4.0 T3 longbow 2H weapon Reqs Shoot [Ego+] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Crit.r2 +30 fire While equipped: dps ---------- All.spd +6% Res.pen +15% fire Longbows are used to shoot arrows at your foes. |
caustic yew longbow of dampening4.0 T3 longbow 2H weapon Reqs Shoot [Ego+] Nature/Disrupt Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Crit.r2 +29 acid +12 nature While equipped: dps ---------- Res.pen +12% acid +12% nature Apr +12 ----- def ----- Resists +15% acid +14% lightning +12% cold +14% fire +3% all Spell.save +12 (+6 eff.) Longbows are used to shoot arrows at your foes. |
truestriking dwarven-steel longsword of shearing (22-30 power, 4 apr)3.0 T3 longsword 1H weapon [Ego++] Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical +5% all Acc +13 (+3 eff.) Apr +14 Sharp, long, and deadly. |
dwarven-steel mace (28-38 power, 4 apr)3.0 T3 mace 1H weapon [Normal] Power 27.5 - 38.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
absorbing mossy mindstar of flames (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.) All.spd +3% Melee+ 5 fire Dmg.mod +5% fire Res.pen +6% fire ----- def ----- Resists +8% lightning +11% fire +6% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 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. |
creative thorny mindstar of balance (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.0 - 8.8 Nature 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: Stats +2 Cun dps ---------- Mind.crit +3% Crit.mult +10.00% Mind.pwr +6 (+3 eff.) ----- def ----- Phys.save +7 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Camolach the Healrip4.0 T3 sling 1H weapon Reqs Shoot [Random Unique] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Hit.r1 +12 nature On Crit.r2 +10 lightning +14 cold While equipped: Stats +1 Str dps ---------- Phys.pwr +8 (+3 eff.) Mov.spd +38% Dmg.mod +3% nature +11% physical Res.pen +11% lightning +11% cold On Hit (Ranged): * 10% chance to reduce all saves and defense by 24 ----- def ----- Resists +6% nature ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
swiftstrike hardened leather sling4.0 T3 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Proj.spd +200% While equipped: Stats +2 Cun dps ---------- Phys.spd +10% Slings are used to hurl stones or metal shots at your foes. |
Eryrach the Blazemire (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +12.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% blight +9% darkness Res.pen +20% light +15% fire ----- def ----- Resists +6% fire ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff &039; (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +10 (+3 eff.) Dmg.mod +15% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +6% fire Spell.save +9 (+5 eff.) Max.HP +60.00 Heal.mod +5% Blind- +20% Stun/Frz- +10% ---------- misc Vim/s.crit +2.00 Max.vim +16.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff of channeling (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Ego+] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +12 (+4 eff.) Dmg.mod +10% cold ---------- misc Mana/turn +0.10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff &039; (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +12.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% fire Res.pen +15% nature Acc +5 (+1 eff.) ----- def ----- Armour +16 Resists +6% nature +1% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Floewither the dwarven-steel steamsaw (18-27 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Random Unique] Arcane/Master/Steamtech Power 18.0 - 27.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam Learn shield attack talent or enable &039; to see combat stats. While equipped: Stats +4 Cun +4 Mag dps ---------- Phys.crit +8.0% Phys.pwr +7 (+2 eff.) Dmg.mod +12% light +11% darkness +12% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 24 ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +18% acid +9% cold +13% light +13% darkness ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
acidic steel steamsaw of fire resistance (+15%) (12-18 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Master/Steamtech Power 12.0 - 18.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam Learn shield attack talent or enable &039; to see combat stats. While equipped: dps ---------- Melee+ 6 acid Melee Ret 1 acid ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +15% fire ---------- misc Talents +1 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! |
truestriking steel steamsaw of massacre (19-28 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 19.0 - 28.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam While equipped: dps ---------- Res.pen +7% physical Acc +8 (+2 eff.) Apr +6 ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 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! |
Aeryba (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Psionic Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 darkness Against +7% Living On Crit.r2 +16 mind On Hit: * 20 arcane resource burn While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Resists +6% acid +5% arcane +9% darkness One-handed war axes. |
Darkwasp the dwarven-steel waraxe (32-44 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 31.5 - 44.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +16 darkness On Hit.r1 +16 darkness While equipped: Stats +2 Con dps ---------- Dmg.mod +6% mind ----- def ----- Resists +12% darkness One-handed war axes. |
Duvista the steel waraxe (15-21 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Crit.mult +10.00% Phys.pwr +10 (+3 eff.) Mind.pwr +20 (+8 eff.) Acc +7 (+1 eff.) ----- def ----- Defense +7 (+2 eff.) Die.at -40.00 life Disarm- +30% One-handed war axes. |
dwarven-steel waraxe of amnesia (18-24 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Psionic Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) One-handed war axes. |
dwarven-steel waraxe of projection (20-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Psionic Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) One-handed war axes. |
thought-forged dwarven-steel waraxe of massacre (30-41 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Master/Psionic Power 29.5 - 41.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +13 mind On Hit: * 17% chance to reduce all saves and defense by 24 While equipped: Stats +3 Cun +2 Wil One-handed war axes. |
warbringer&3.0 T3 waraxe 1H weapon [Ego++] Master/Psionic Power 18.5 - 25.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +2 Con dps ---------- Phys.pwr +8 (+3 eff.) Res.pen +5% physical ----- def ----- Disarm- +13% One-handed war axes. |
Aralathador1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Resists +3% cold +6% temporal Mind.save +6 (+3 eff.) Die.at -40.00 life Disarm- +10% A belt that goes around your waist. |
Salyldawe1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Spell.crit +6% Phys.pwr +4 (+2 eff.) ----- def ----- Phys.save +6 (+3 eff.) Spell.save +10 (+5 eff.) Max.HP +40.00 Disease- +20% ---------- misc Mana/turn +0.08 Size +1 A belt that goes around your waist. |
spiritwalker&1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag ----- def ----- Fatigue -5% ---------- misc Max.enc +23 Mana/turn +0.13 Max.mana +20.00 A belt that goes around your waist. |
Galepython (1 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex +2 Cun dps ---------- Phys.crit +1.0% Acc +23 (+5 eff.) Apr +4 ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +6% lightning ---------- misc 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. |
Turoblek the cashmere cloak (32 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +7 Dex +3 Cun +4 Con dps ---------- Apr +2 ----- def ----- Defense +32 (+10 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Velosemira (3 def, 3 armour)2.0 T3 cloth armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +12% acid +16% nature +7% mind Res.pen +5% mind ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +6% temporal +24% nature +11% all Phys.save +17 (+8 eff.) ---------- misc Psi/turn +0.30 Max.psi +19.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Voidmight the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid +15% darkness Res.pen +5% darkness +10% temporal ----- def ----- Resists +16% acid +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of corrosion (+27%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +5 (+2 eff.) Dmg.mod +18% acid ----- def ----- Resists +27% acid +11% all Mind.save +19 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego] Disrupt While equipped: dps ---------- On Melee Ret: * 4% chance to slow global speed by 50% * 4 arcane resource burn ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bethyba the pair of hardened leather boots (0 def, 13 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +9% mind ----- def ----- Armour +13 Resists +5% arcane +4% physical Crit.chn- 10.00% ---------- misc Infravis +2 A pair of boots made of leather. |
Gunyrand the Obsidianvault (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +9% darkness Melee Ret 2 lightning 6 darkness ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal +3% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of dwarven-steel boots of disengagement (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +4 Fatigue +3% Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Xerysenn the rough leather gloves (0 def, 3 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Mind.crit +1% ----- def ----- Armour +3 HP.reg +2.00 Cut- +20% ---------- misc Stam/turn +0.60 Max.stam +12.00 Max.hate +2.00 Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +11 (+2 eff.) ----- def ----- Armour +1 Unarmed combat: Power 9.0 - 9.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +1 Crit +5.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +8 (+4 eff.) Unarmed combat: Power 25.5 - 35.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: * 19 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
scouring rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +1 Spell.save +9 (+5 eff.) Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: * 18 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Airransom (20 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +12% physical Res.pen +25% fire Melee Ret 4 lightning ----- def ----- Armour +4 Defense +20 (+7 eff.) Fatigue +4% Die.at -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Belusarek the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +6 Dex ----- def ----- Armour +4 Fatigue +4% Resists +15% fire Crit.chn- 15.00% Silence- +20% Teleport- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy&LIGHT_GREENLASTWHITELASTLIGHT_GREENLASTLIGHT_GREENLASTWHITELASTWHITELASTWHITEANTIQUE_WHITE |
Pyrewend (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Spell.crit +5% Res.pen +10% fire Melee Ret 10 blight 4 fire ----- def ----- Armour +3 Fatigue +3% Resists +6% fire ---------- misc Mana/turn +0.04 A hat made of leather. Very stylish. |
Xanathra the iron helm (20 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Defense +20 (+7 eff.) Fatigue +5% Resists +5% arcane +3% darkness HP.reg +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xutta (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +2 Dex +5 Mag dps ---------- Phys.crit +6.0% Dmg.mod +6% blight Res.pen +10% arcane ----- def ----- Defense +2 (+1 eff.) Resists +6% mind Spell.save +11 (+6 eff.) ---------- misc Mana/turn +0.16 A pointy cloth hat, very wizardly... |
dwarven-steel helm &039; (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Con dps ---------- Dmg.mod +6% cold Res.pen +10% mind Melee Ret 4 mind 4 cold ----- def ----- Armour +4 Fatigue +4% Resists +7% blight +9% darkness +10% mind Spell.save +9 (+5 eff.) Mind.save +23 (+12 eff.) Confus- +22% Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 16 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm &039; (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str ----- def ----- Armour +4 Fatigue +4% Resists +12% temporal HP.reg +4.00 Heal.mod +10% Disarm- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +5% temporal 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. |
hardened leather hat of trickery (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +2 Cun +4 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather hat of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +15% fire A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% HP.reg +2.00 ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
steel mail armour of the deep (2 def, 8 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +12% Resists +7% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. |
stralite mail armour of stability (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +7% physical Phys.save +13 (+6 eff.) A suit of armour made of mail. |
Ce&9.0 T2 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% blight ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +5% arcane +21% fire Max.HP +40.00 HP.reg +4.00 ---------- misc Mana/turn +0.08 A suit of armour made of leather. |
prismatic cured leather armour of command (13 def, 8 armour)9.0 T2 light armor [Ego+] Arcane/Psionic While equipped: Stats +1 Cun ----- def ----- Armour +8 Defense +13 (+4 eff.) Fatigue +7% Resists +11% light +12% darkness Mind.save +12 (+6 eff.) A suit of armour made of leather. |
prismatic rough leather armour of stability (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +6% physical +11% light +12% darkness Phys.save +11 (+5 eff.) 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 (+3 eff.) Fatigue +8% HP.reg +2.90 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Shockstreak (20 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +4 Str dps ---------- Phys.crit +2.0% Dmg.mod +9% lightning Melee Ret 4 physical ----- def ----- Armour +11 Defense +20 (+7 eff.) Fatigue +22% Resists +8% acid +8% physical +7% cold +7% lightning +8% fire Disarm- +30% Stun/Frz- +24% Knockbk- +20% ---------- misc Stam/turn +2.00 Cooldown Rush -5 A suit of armour made of metal plates. |
Glimmersquall (0 def, 4 armour, 39.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable &039; to see combat stats. While equipped: dps ---------- Melee Ret 8 nature ----- def ----- Armour +4 Fatigue +8% Resists +6% light +3% acid Max.HP +64.00 Heal.mod +10% Knockbk- +10% Teleport- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced dwarven-steel shield (0 def, 7 armour, 106 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable &039; to see combat stats. While equipped: ----- def ----- Armour +7 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced dwarven-steel shield of physical resistance (+13%) (0 def, 10 armour, 127.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable &039; to see combat stats. While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +13% physical ---------- misc Talents +1 Block Handheld deflection devices. |
windwalling voratun shield of physical resistance (+20%) (0 def, 10 armour, 215 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego+] Master/Psionic Learn shield attack talent or enable &039; to see combat stats. While equipped: Stats +2 Wil ----- def ----- Armour +10 Fatigue +8% Resists +20% physical Shield.near.proj +42 Proj.slow +22% ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of yew arrows (18/18, 30-43 power, 10 apr)3.0 T3 arrow ammo [Normal] Power 30.5 - 42.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows of vileness (21/21, 32-44 power, 10 apr)3.0 T3 arrow ammo [Ego] Arcane Power 31.5 - 44.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 21 Ranged+ +14 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 23 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows of wind (18/18, 32-46 power, 10 apr)3.0 T3 arrow ammo [Ego] Nature Power 32.5 - 45.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 163 physical damage Arrows are used with bows to pierce your foes to death. |
8 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. |
344 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. |
3 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. |
2 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 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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? |
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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
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. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 115% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;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. |
iron torque of clear mind &039; [power 1] (17/25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Cun ----- def ----- Resists +3% fire +6% mind +9% temporal Mind.save +12 (+6 eff.) Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
cleansing yew totem of healing [power 248] (17/15 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 248 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. |
elm totem of stinging &039; [power 122] (17/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +2% Crit.mult +15.00% Res.pen +20% darkness ---------- misc Hate/m.crit +2.00 Sting an enemy dealing 132 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
quick yew wand of lightning storm [power 188] (17/12 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 46 lightning damage and will be dazed for 1 turn (231 total damage) Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
7 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. |
8 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
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Mars109 the Thalore Wanderer level 20
13rd Dusk 122nd year of Ascendancy at 15:15 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mars109 the Thalore Wanderer level 10
4th Mirth 122nd year of Ascendancy at 07:51 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Mars109 the Thalore Wanderer level 20
13rd Dusk 122nd year of Ascendancy at 11:34 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Mars109 the Thalore Wanderer level 22
32nd Dusk 122nd year of Ascendancy at 01:13 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Mars109 the Thalore Wanderer level 18
4th Dusk 122nd year of Ascendancy at 09:39 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Mars109 the Thalore Wanderer level 6
79th Pyre 122nd year of Ascendancy at 21:13 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mars109 the Thalore Wanderer level 15
1st Flare 122nd year of Ascendancy at 16:23 see stats
Log
Mars109 stops regenerating health quickly.
Talent Tendrils Eruption is ready to use.
Talent Lash Out is ready to use.
Mars109 HEALS from nature damage!
Deadly Poison from Eilinyba the thief hits Mars109 for (22 flat reduction), 37 nature, 17 healing (37 total damage) [17 healing].
Mars109 HEALS from nature damage!
Deadly Poison from Eilinyba the thief hits Mars109 for (22 flat reduction), 37 nature, 14 healing (37 total damage) [14 healing].
Mars109 HEALS from nature damage!
Deadly Poison from Eilinyba the thief hits Mars109 for (22 flat reduction), 37 nature, 14 healing (37 total damage) [14 healing].
Mars109 is no longer poisoned.
Talent Constrict is ready to use.
Eilinyba the thief uses Hurricane Shot.
Mars109 is poisoned!
Eilinyba the thief&fbd578LASTWHITELASTWHITELASTROYAL_BLUELASTROYAL_BLUELAST164 total damage).
Eilinyba the thief uses Kneecapper.
Mars109 HEALS from nature damage!
Deadly Poison from Eilinyba the thief hits Mars109 for (22 flat reduction), 2 nature, 6 healing (2 total damage) [6 healing].
Eilinyba the thief&fbd578LAST
Mars109 is pinned to the ground.
Eilinyba the thief&fbd578LASTWHITELAST325 physical, (7 flat reduction), 0 lightning, (4 flat reduction), 0 lightning (325 total damage).
Mars109 fails to use Phase Door.
Eilinyba the thief uses Venomous Strike.
Talent Infusion: Healing is ready to use.
Deadly Poison from Eilinyba the thief hits Mars109 for (22 flat reduction), 23 nature (23 total damage).
Mars109 the level 23 thalore wanderer was naturalised to death by Eilinyba the thief on level 1 of The Maze.












































































































































