












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Forbidden Cults 1.7.4Official Expansion!Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Archmage (Technomancer) |
| Level / Exp | 34 / 39% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 28 (base 10) |
| Dexterity | 22 (base 10) |
| Constitution | 20 (base 11) |
| Magic | 84 (base 60) |
| Willpower | 73 (base 53) |
| Cunning | 56 (base 30) |
Resources
| Life | 806/806 |
| Mana | 378/378 |
| Steam | 0/90 |
| Healing Factor | 1.577058885578 |
| Regeneration | 2.4444412726459 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25.85179503776% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| See Stealth | 26.792130416358 |
| See Invisible | 51.379578353822 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 31 |
| Crit Chance | 31% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 11 |
| Accuracy | 31 |
| Crit Chance | 33% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 74 |
| Crit Chance | 51% |
| Speed | 1 |
| Cooldown Reduction | 20 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +18% |
| Light | +23% |
| Physical | +10% |
| Arcane | +31% |
| Cold | +24% |
| All | +0% |
Offense: Damage Penetration
| Acid | +12% |
| Cold | +5% |
| Arcane | +60% |
| Fire | +10% |
| Nature | +8% |
Defense: Base
| Armour (hardiness) | 32 (50.65183292883%) |
| Defense | 49 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 49 |
| Spell Save | 48 |
| Mental Save | 56 |
Defense: Resistances
| Blight | 35%( 70%) |
| Arcane | 33%( 70%) |
| Cold | 32%( 70%) |
| All | 17%( 70%) |
| Darkness | 48%( 70%) |
| Light | 32%( 70%) |
| Physical | 26%( 70%) |
| Lightning | 62%( 70%) |
| Mind | 27%( 70%) |
| Fire | 50%( 70%) |
| Nature | 28%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 31% |
| Teleport Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 10% |
| Bleed Resistance | 20% |
| Stun Resistance | 96% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| 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 134% efficiency and cooldown mod of 54%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental and physical effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1244% for 10 turns (403 total) and instantly restoring 62 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| 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 141% efficiency and cooldown mod of 56%. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Occult technomancy | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aether | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Keen Senses |
| talent | Chant of Fortress |
| talent | Metaphasic Spin |
| talent | Phantasmal Shield |
| talent | Arcane Power |
| talent | Feather Wind |
| talent | Disruption Shield |
| talent | Pure Aether |
| talent | Shielding |
| talent | Spellcraft |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by Bethinn the orc warrior. Escort: injured seer (level 2 of Daikara) | failed |
You failed to protect the lost defiler from death by Isemina the skeleton warrior. Escort: lost defiler (level 1 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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&WHITELIGHT_GREEN039;ve found the needed green worm. The Brotherhood of Alchemists* You&WHITESLATE039;Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.&WHITELIGHT_GREEN039;ve found the needed minotaur nose. * You&WHITELIGHT_GREEN039;ve found the needed vial of greater demon bile. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed ice ant stinger. * &039;ve lost a number of adventurers to this one, but I&039;ll be fine.& | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | Eden&2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats Cun +3 defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% Physical save +12 (+4 eff.) Pinning Resist +20% Knockbk Resist +20% Teleport Resist +100% other ------- Masteries +0.20 Cunning/Survival Boost speed by 48% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | Baraldil the brass lantern 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats Dex +3, Mag +3, Wil +2, Cun +1 offense ------ Critical power +5.00% Damage +12% light defense ------ Mind save +5 (+2 eff.) other ------- Mana-on-crit +1.00 Light +9 See Stealth +12 See Invisibility +7 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 | Armadomnir (10 def, 3 armour) 2.0 Encumbrance T3 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats Cun +9, Wil +3 offense ------ Mindpower +4 (+1 eff.) defense ------ Armor +3 Defense +10 (+3 eff.) Fatigue +3% Resistance +8% darkness, +6% fire +7% blight, +9% cold +10% nature, +6% light Spell save +17 (+6 eff.) Mind save +19 (+6 eff.) Life +57.00 Healmod +15% Silence Resist +10% Circle of Sanctity: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 16 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 25 light damage to everyone else who enters. The circle lasts 4 turns. A hat made of leather. Very stylish. |
| On hands | hardened leather gloves &039; (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 8 light Damage +5% light defense ------ Armor +2 Resistance +6% lightning, +6% light +6% blight Physical save +3 (+1 eff.) Life +100.00 Knockbk Resist +20% other ------- Max hate +2.00 Talents +3 Project Saw Unarmed combat: Weapon Damage 16.0 - 17.6 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 20% Searing Light level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Voryth [power 194] (20 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: defense ------ Resistance +18% lightning, +1% physical +3% light Mind save +6 (+2 eff.) Unlife -40.00 life Cut Resist +20% Teleport Resist +10% Create a shield absorbing up to 308 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Niblek the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats Wil +2, Mag +2 offense ------ Spellpower +10 (+2 eff.) Spellpower/crit +4 Ignore resists +25% arcane defense ------ Mind save +6 (+2 eff.) Confus Resist +21% other ------- Mana-on-crit +2.00 Rings make your fingers look great! |
| On fingers | Shadeprophet the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats Str +4, Mag +5, Wil +6 offense ------ Physical Power +7 (+4 eff.) Spellpower +15 (+3 eff.) Mindpower +8 (+3 eff.) defense ------ Armor +8 Defense +15 (+5 eff.) Resistance +3% nature, +3% darkness Unlife -40.00 life Rings make your fingers look great! |
| Around neck | Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+3 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
| In main hand | elven-wood vilestaff &039; (25-30 power, 5 apr, arcane element)5.0 Encumbrance T4 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats Con +5 offense ------ Physical Crit +7.0% Spell Crit +13% Critical power +14.00% Physical Power +7 (+4 eff.) Spellpower +25 (+6 eff.) Damage +24% cold, +6% light +25% arcane Ignore resists +5% cold Accuracy +13 (+7 eff.) defense ------ Resistance +6% cold Life Regen +1.30 Healmod +19% other ------- Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Yvelle the Kindlegore 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +10% fire defense ------ Defense +10 (+3 eff.) Resistance +3% blight Life +32.00 Healmod +15% Confus Resist +10% A belt that goes around your waist. |
| In off hand | dwarven-steel dagger &039; (17-22 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Random Unique] Nature/Master Weapon Damage 17.0 - 22.1 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-crit, radius 2 +22 acid, +22 nature While equipped: Stats Str +11, Dex +7, Mag +9 Wil +7, Cun +8, Con +4 offense ------ Damage +10% physical Ignore resists +12% acid, +8% nature Accuracy +13 (+7 eff.) Ignore Armor +10 defense ------ Resistance +12% darkness, +3% cold Physical save +3 (+1 eff.) Life +100.00 Sharp, short and deadly. |
| Cloak | Gloomgore the linen cloak (18 def, 4 armour) 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Dex +2 offense ------ Physical Crit +6.0% Damage +18% darkness defense ------ Armor +4 Defense +18 (+6 eff.) Resistance +30% lightning Physical save +15 (+5 eff.) Unlife -80.00 life Stun Resist +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dreamer&2.0 Encumbrance T3 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Spell Crit +8% Spellpower +18 (+4 eff.) defense ------ Resistance +15% darkness, +12% mind +11% all Physical save +12 (+4 eff.) Spell save +15 (+5 eff.) Mind save +29 (+8 eff.) other ------- Mana/turn +0.13 Max mana +57.00 Talents +4 Arcane Dynamo The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 150% / cooldown 92%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 150% efficiency and cooldown mod of 92%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 6)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 22 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.4 steam per turn. Can be activated for an instant burst of 32 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 14)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 21 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.8 steam per turn. Can be activated for an instant burst of 69 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the wizard (speed 744%; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 744% 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 Magic 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 18%; physical; dur 3; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% 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. |
wild infusion (res 15%; magical, physical; dur 3; cd 16)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 15% 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. |
wild infusion of the sneak (res 27%; physical; dur 2; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 21%; magical; dur 4; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 of the wizard (range 7; phase 27; cd 15)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (442.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 442.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 67; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 11 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 4 turns and blocking 67 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 181; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 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 4 turns and blocking 181 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 Magic stat. 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 wizard (absorb 590; dur 6; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 590 damage for 6 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 73; cd 11)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 9 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 73 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Solid Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats Con +10 defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.2 Power cost 36 out of 36/36. Range 10 Cooldown: 24 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (174). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 14). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Amugas0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats Str +3, Con +6 offense ------ Physical Power +6 (+3 eff.) Spellpower +6 (+1 eff.) Mindpower +6 (+2 eff.) Damage +18% physical On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Unlife -20.00 life Rings make your fingers look great! |
copper ring &039;0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +12% darkness, +15% cold When Hit 4 darkness defense ------ Resistance +5% arcane Mind save +7 (+3 eff.) Life +60.00 Life Regen +4.00 Blind Resist +10% Confus Resist +24% Teleport Resist +10% Rings make your fingers look great! |
copper ring &039;0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats Str +5, Mag +3, Wil +2, Con +5 offense ------ Physical Power +6 (+3 eff.) Ignore resists +20% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 30 defense ------ Resistance +3% mind Rings make your fingers look great! |
copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +20.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +22% Rings make your fingers look great! |
mule&0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% acid defense ------ Fatigue -4% Resistance +22% acid other ------- Encumbrance +22 Rings make your fingers look great! |
rogue&0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats Cun +2 offense ------ Damage +11% fire defense ------ Defense +4 (+1 eff.) Resistance +22% fire Rings make your fingers look great! |
warrior&0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats Str +3 defense ------ Armor +6 Rings make your fingers look great! |
Shinetitan0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats Cun +3 offense ------ Damage +3% light Ignore resists +15% blight When Hit 6 blight defense ------ Defense +6 (+2 eff.) Mind save +6 (+2 eff.) Silence Resist +22% Confus Resist +22% other ------- Mana/turn +0.15 Rings make your fingers look great! |
gladiator&0.1 Encumbrance T2 ring jewelry [Ego++] Nature/Master While equipped: Stats Str +5, Con +5 offense ------ Physical Power +7 (+4 eff.) defense ------ Life +47.00 Life Regen +7.00 Healmod +10% Rings make your fingers look great! |
conjurer&0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats Mag +6, Wil +6 offense ------ Spellpower +9 (+2 eff.) Rings make your fingers look great! |
Ivina the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats Cun +11, Wil +12 offense ------ Mindpower +20 (+7 eff.) defense ------ Defense +20 (+6 eff.) Resistance +3% temporal Healmod +20% Blind Resist +31% other ------- Infravision +5 See Stealth +17 See Invisibility +18 Rings make your fingers look great! |
Ce&5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats Dex +3, Con +6 offense ------ Spell Crit +1% Mind Crit +2% Spellpower +3 (+0 eff.) Damage +10% darkness, +6% mind Ignore Armor +2 On-Hit (Melee): * 20% chance to reduce armor by 43% defense ------ Defense +6 (+2 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.6 Power cost 6 out of 6/6. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 187.07 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
cruel ash vilestaff of power (15-18 power, 3 apr, acid element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Critical power +13.00% Spellpower +16 (+4 eff.) Damage +15% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Bolbum&5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +10 Attack Speed 100% On-hit +10% confusion While equipped: offense ------ Spell Crit +18% Spellpower +12 (+3 eff.) Damage +20% physical Accuracy +7 (+4 eff.) other ------- Masteries +0.20 Spell/Staff combat Channel Staff: Effective talent level: 2.0 Power cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff&039;s Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Weapon Damage 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% On-Hit, radius 1 +0 20% chance of physical repulsion While equipped: offense ------ Spellpower +20 (+5 eff.) Damage +20% arcane other ------- Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
imbued yew vilestaff of the prodigy (20-24 power, 4 apr, blight element)5.0 Encumbrance T3 staff 2H weapon [Ego++] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats Mag +8, Wil +10, Cun +8 offense ------ Spell Crit +3% Spellpower +9 (+2 eff.) Spellpower/crit +7 Damage +20% blight other ------- Talents +1 Command Staff On Spell Hit: 10% Freeze level 3 Staves designed for wielders of magic, by the greats of the art. |
Lustreworm the elven-wood vilestaff (25-30 power, 5 apr, acid element)5.0 Encumbrance T4 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats Con +8 offense ------ Physical Crit +7.0% Spell Crit +7% Physical Power +20 (+9 eff.) Spellpower +24 (+6 eff.) Damage +25% acid Accuracy +7 (+4 eff.) When Hit 4 light defense ------ Armor +10 Defense +10 (+3 eff.) Life Regen +1.00 Healmod +22% other ------- Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.3 Power cost 6 out of 6/6. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 138.01 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Erirath the dwarven-steel greatsword (52-84 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Rare] Master Weapon Damage 52.5 - 84.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: defense ------ Resistance +15% acid, +6% light Crit Resistance 10.00% Spell save +6 (+2 eff.) Mind save +18 (+6 eff.) Poison Resist +20% Confus Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Massive two-handed swords. |
elemental dwarven-steel longsword (26-36 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego+] Arcane Weapon Damage 26.0 - 36.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * Create an explosion dealing 119 lightning damage (1/turn) While equipped: offense ------ Damage +8% lightning Ignore resists +13% lightning Sharp, long, and deadly. |
stralite waraxe of enduring (31-43 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Ego+] Nature Weapon Damage 31.0 - 43.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: Stats Con +13, Wil +6 defense ------ Life +37.00 One-handed war axes. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats Dex +20 defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
blazebringer&1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego++] Nature/Master Weapon Damage 25.5 - 33.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +15 fire While equipped: offense ------ Global Speed +5% Ignore resists +7% fire, +9% all Accuracy +14 (+7 eff.) Ignore Armor +10 Sharp, short and deadly. |
quick stralite dagger of massacre (36-46 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Weapon Damage 35.5 - 46.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: Stats Dex +5 offense ------ Combat Speed +10% Accuracy +10 (+5 eff.) Sharp, short and deadly. |
Gidur the steel steamsaw (14-21 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Rare] Nature/Steamtech Weapon Damage 14.0 - 21.0 Phys.bleed Uses 100% Mag Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +22 Uses 1.0 Steam While equipped: Stats Dex +4, Cun +2, Con +3 offense ------ On-Hit 12 cold Damage +9% physical When Hit 4 ice defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% other ------- Max hate +6.00 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! |
Floebliss the yew longbow4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-ranged-hit +20 item expose On-crit, radius 2 +20 cold On Hit: * 20% chance to reduce all saves and defense by 30 While equipped: offense ------ Physical Crit +17.0% Damage +9% cold Accuracy +9 (+5 eff.) When Hit 4 mind On-Hit (Ranged): * 20% chance to reduce all saves and defense by 30 defense ------ Resistance +15% mind Longbows are used to shoot arrows at your foes. |
Gloldara4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Rare] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +11 lightning While equipped: offense ------ Damage +14% lightning, +9% temporal +6% mind On-Hit (Ranged): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- EQ when Hit +0.16 Hate-on-crit +5.00 Slings are used to hurl stones or metal shots at your foes. |
penetrating dwarven-steel steamgun4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 24 Shoot [Ego+] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Ignore resists +8% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steady stralite steamgun of true flight4.0 Encumbrance T4 steamgun 1H weapon Reqs Dex 35 Shoot [Ego+] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Physical Crit +11.0% Accuracy +14 (+7 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
arcing pouch of stralite shots of annihilation (21/21, 50-59 power, 11 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Ego+] Arcane/Master Weapon Damage 49.5 - 59.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +11 Critical Rate +10.5% Capacity 21 Projectile Speed +200% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 119 damage Shots are used with slings to pummel your foes to death. |
Gloomsage the woollen robe (0 def, 6 armour)2.0 Encumbrance T2 cloth armor [Rare] Arcane While equipped: Stats Str +3 offense ------ Physical Crit +4.0% Spell Crit +4% Spellpower +4 (+1 eff.) Ignore resists +10% darkness Ignore Armor +3 When Hit 10 mind defense ------ Armor +6 Resistance +2% physical, +9% all Spell save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Velomina the Arcclamor (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: Stats Con +11 offense ------ Damage +27% acid, +9% lightning When Hit 4 physical defense ------ Resistance +36% acid, +11% all Physical save +12 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zubiwen (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Arcane While equipped: offense ------ Spellpower +15 (+3 eff.) Damage +24% temporal, +10% all Ignore resists +10% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 30 defense ------ Resistance +11% all Life +40.00 Life Regen +4.00 Disease Resist +20% Teleport Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +4 (+1 eff.) Damage +6% acid, +5% physical +11% fire, +12% cold defense ------ Resistance +11% acid, +12% physical +13% fire, +11% cold +11% all Spell save +18 (+6 eff.) other ------- Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
enlightening rough leather armour of temporal resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego+] Arcane/Psionic While equipped: Stats Cun +4, Wil +4 defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +16% temporal Mind save +10 (+4 eff.) A suit of armour made of leather. |
The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats Cun +8 offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
troll-hide reinforced leather armour (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego+] Nature While equipped: defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Life +50.00 Life Regen +6.70 Healmod +14% A suit of armour made of leather. |
prismatic steel mail armour of acid resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% Resistance +17% acid, +12% light +12% darkness A suit of armour made of mail. |
steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Normal] While equipped: defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt of the vagrant1.0 Encumbrance T1 belt armor [Ego+] Nature While equipped: Stats Con +2 offense ------ Mindpower +4 (+1 eff.) defense ------ Mind save +5 (+2 eff.) A belt that goes around your waist. |
Loamusher the hardened leather belt1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats Cun +4, Dex +5 offense ------ Physical Crit +8.0% Mind Crit +6% Spellpower +7 (+1 eff.) Ignore resists +15% nature When Hit 4 mind defense ------ Defense +13 (+4 eff.) Resistance +9% mind Mind save +8 (+3 eff.) Stealth +7 A belt that goes around your waist. |
linen cloak &039; (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +0% lightning, +12% cold Crit Resistance 15.00% Life Regen +2.00 Disease Resist +20% Cut Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer&2.0 Encumbrance T1 cloak armor [Ego+] Master While equipped: Stats Cun +1, Dex +2 offense ------ Accuracy +4 (+2 eff.) Ignore Armor +4 defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour)2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+1 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 1.3 Power cost 60 out of 60/60. Range melee/personal Cooldown: 48 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 145.35 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Islitira the cashmere cloak (12 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats Dex +5, Con +4 offense ------ Critical power +10.00% Mindpower +10 (+3 eff.) When Hit 4 mind defense ------ Defense +12 (+4 eff.) Physical save +9 (+3 eff.) other ------- Max hate +8.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak &039; (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats Mag +4, Wil +4 offense ------ Spell Crit +7% Damage +15% fire Ignore resists +25% arcane, +25% fire On-Hit (Melee): * 20% chance to reduce all saves and defense by 30 defense ------ Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of fog (8 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Nature While equipped: defense ------ Defense +8 (+2 eff.) Resistance +16% light, +16% fire Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed cashmere cloak of backstabbing (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Nature/Master While equipped: offense ------ Critical power +13.00% Accuracy +11 (+6 eff.) Ignore Armor +7 defense ------ Defense +2 (+0 eff.) Resistance +7% acid, +7% fire +7% lightning, +7% cold Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Polymira (0 def, 9 armour)3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats Cun +4, Con +3 defense ------ Armor +9 Fatigue +3% Resistance +8% acid, +17% fire +7% lightning, +10% cold Physical save +26 (+8 eff.) Mind save +16 (+5 eff.) Life Regen +4.00 Healmod +15% Silence Resist +28% Confus Resist +39% Stun Resist +29% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
scholar&3.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: Stats Str +5, Con +5 offense ------ Spellpower +5 (+1 eff.) Damage +7% physical defense ------ Armor +4 Fatigue +3% other ------- Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Daykarma the voratun gauntlets (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Random Unique] Arcane/Psionic While equipped: Stats Cun +3, Mag +8 offense ------ Mindpower +7 (+2 eff.) On-Hit 31 mind, 27 darkness Damage +6% arcane, +3% nature Ignore resists +15% light On-Hit (Melee): * 18% chance to reduce all saves and defense by 30 defense ------ Armor +3 Fatigue +5% Resistance +17% light, +9% darkness +3% nature Mind save -9 (-3 eff.) other ------- Light +3 Infravision +2 Unarmed combat: Weapon Damage 31.5 - 44.1 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-hit +9 arcane On-crit, radius 2 +10 arcane, +37 light +31 darkness On Hit: 10% Reproach level 5 Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 95.16 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming voratun gauntlets of war-making (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: offense ------ Physical Crit +14.0% Spell Crit +12% Mind Crit +13% Critical power +8.00% Spellpower +10 (+2 eff.) defense ------ Armor +3 Fatigue +5% other ------- Mana/turn +0.25 Unarmed combat: Weapon Damage 38.0 - 53.2 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +15.0% Attack Speed 83% On-hit +10 arcane On Hit: 10% Elemental Bolt level 5 On Crit: 20% Cripple level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
stabilizing hardened leather hat of constitution (+4) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats Con +4 defense ------ Armor +3 Fatigue +3% Physical save +15 (+5 eff.) A hat made of leather. Very stylish. |
grounding hardened leather cap of might (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Nature/Master While equipped: Stats Str +3, Con +3 offense ------ Physical Power +4 (+2 eff.) defense ------ Armor +3 Fatigue +3% Resistance +7% lightning, +9% temporal A cap made of leather. |
stabilizing hardened leather cap of knowledge (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master/Psionic While equipped: Stats Cun +3, Wil +2 offense ------ Mindpower +4 (+1 eff.) defense ------ Armor +3 Fatigue +3% Physical save +12 (+4 eff.) A cap made of leather. |
thaloren hardened leather cap of strength (+5) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats Str +5, Wil +4 defense ------ Armor +3 Fatigue +3% Resistance +8% blight Mind save +8 (+3 eff.) A cap made of leather. |
Layilrakira the Torchwrecker (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Str +2, Mag +2, Cun +3, Con +7 offense ------ Damage +15% cold Ignore resists +5% fire defense ------ Armor +3 Fatigue +5% Physical save +7 (+2 eff.) Mind save +6 (+2 eff.) other ------- See Invisibility +3 Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren dwarven-steel helm of precognition (4 def, 4 armour)3.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats Cun +4, Wil +4 offense ------ Accuracy +7 (+4 eff.) When Hit: * 13% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Defense +4 (+1 eff.) Fatigue +4% Resistance +8% blight Mind save +10 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +20% arcane, +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
262 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Void Star1.0 Encumbrance T2 lite [Unique] Arcane While equipped: offense ------ Spell Crit +5% Damage +6% acid, +6% fire, +6% cold +6% arcane, +6% lightning other ------- Light +2 Echoes From The Void: Effective talent level: 2.0 Power cost 70 out of 70/70. Range 10 Cooldown: 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 40.70 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Spectral Cage0.0 Encumbrance T3 lite [Unique] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) Damage +15% cold Ignore resists +10% cold defense ------ Resistance +20% cold other ------- Light +5 Release a will o&LIGHT_GREENLAST1133F3LASTLAST999900LASTANTIQUE_WHITE |
alchemist&039;Chargereeve&1.0 Encumbrance T3 lite [Rare] Arcane While equipped: offense ------ Damage +18% lightning Ignore resists +10% lightning, +10% darkness +25% arcane When Hit 2 lightning, 15 fire On-Hit (Melee): * 10% chance to reduce damage dealt by 24% defense ------ Resistance +6% lightning, +8% fire +5% arcane, +6% darkness other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mayavena1.0 Encumbrance T5 lite [Random Unique] Disrupt/Psionic While equipped: Stats Wil +4 offense ------ Damage +13% mind, +15% acid Ignore resists +10% acid defense ------ Defense +9 (+3 eff.) Resistance +9% acid, +5% arcane, +3% all Physical save +16 (+5 eff.) Spell save +28 (+10 eff.) Mind save +17 (+5 eff.) other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
great fiery salve [power 25] great fiery salve [power 25]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 141% efficiency and 56% cooldown modifier. Remove 2 magical effects and grants a fiery aura (25% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
great frost salve [power 25] great frost salve [power 25]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 141% efficiency and 56% cooldown modifier. Remove 2 physical effects and grants a frost aura (25% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 256] powerful pain suppressor salve [power 256]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 141% efficiency and 56% cooldown modifier. Let you fight up to -256 life and reduces all damage by 18% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
Rungof&1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe of Reknor (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats Str +2 defense ------ Resistance +5% darkness, +7% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox&2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling&039;s hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn&039;s clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 134% 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 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Aerurim the Duathelsage [power 180] (15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Damage +9% acid, +6% darkness Ignore resists +25% acid, +25% fire When Hit 2 darkness On-Hit (Melee): * 20% chance to reduce armor by 43% defense ------ Resistance +9% acid Blast the opponent&ORANGELASTLIGHT_GREENLASTORANGELASTLIGHT_GREENLASTLAST999900LAST999900LASTANTIQUE_WHITE |
Elenirab [power 2] (25 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Mind Crit +4% Critical power +20.00% On-Hit (Melee): * 20% chance to reduce all saves and defense by 30 defense ------ Resistance +12% mind Mind save +18 (+6 eff.) Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast &039; [power 160] (15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats Cun +4 offense ------ Damage +6% mind defense ------ Resistance +6% blight, +3% nature Mind save +9 (+3 eff.) Life +100.00 Blast the opponent&ORANGELASTLIGHT_GREENLASTORANGELASTLIGHT_GREENLASTLAST999900LAST999900LASTANTIQUE_WHITE |
dwarven-steel torque of psionic shield &039; [power 79] (25 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +3% light, +6% cold defense ------ Resistance +3% light other ------- Light +3 Setup a psionic shield, reducing all damage taken by 79 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 78. 100% to reduce fatigue by 28% for 2 turns. 100% to increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Barudrahad [power 122] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Resistance +12% acid, +12% temporal +6% mind, +5% arcane Crit Resistance 10.00% Mind save +12 (+4 eff.) Unlife -60.00 life Silence Resist +20% Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 turn cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash wand of lightning storm &039; [power 200] (15 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats Con +4 offense ------ Critical power +20.00% Damage +12% physical defense ------ Resistance +24% acid other ------- See Invisibility +6 Create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (200 total damage) Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
A View From The Gallery (Insane (Roguelike) difficulty)
9th Decay 122nd year of Ascendancy at 18:41 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Quina the Cornac Archmage level 21
60th Haze 122nd year of Ascendancy at 12:10 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Quina the Cornac Archmage level 24
72nd Haze 122nd year of Ascendancy at 21:14 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Quina the Cornac Archmage level 10
3rd Mirth 122nd year of Ascendancy at 11:04 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Quina the Cornac Archmage level 20
47th Haze 122nd year of Ascendancy at 21:40 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Quina the Cornac Archmage level 30
9th Decay 122nd year of Ascendancy at 19:07 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Quina the Cornac Archmage level 3
74th Pyre 122nd year of Ascendancy at 23:20 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Quina the Cornac Archmage level 31
2nd Wintertide 123rd year of Ascendancy at 11:35 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Quina the Cornac Archmage level 24
72nd Haze 122nd year of Ascendancy at 12:37 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Quina the Cornac Archmage level 10
3rd Mirth 122nd year of Ascendancy at 11:18 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Quina the Cornac Archmage level 28
79th Haze 122nd year of Ascendancy at 15:30 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Quina the Cornac Archmage level 26
76th Haze 122nd year of Ascendancy at 23:46 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Quina the Cornac Archmage level 19
47th Haze 122nd year of Ascendancy at 13:34 see stats
Log
Quina uses Create Tinker.
Created tinker: great frost salve [power 25]
Quina uses Create Tinker.
Created tinker: great fiery salve [power 25]
You have no more inscription slots.
You are now inscribed with Implant: Medical Injector.
Resting starts...
Talent Implant: Medical Injector is ready to use.
Rested for 1 turns (stop reason: all resources and life at maximum).
Quina uses Create Tinker.
Created tinker: great fungal web
Quina uses Create Tinker.
Created tinker: powerful pain suppressor salve [power 256]
You detach dwarven steel back support from your Yvelle the Kindlegore.
You attach great fungal web to your Yvelle the Kindlegore .
You collect a new ingredient: lump of dwarven steel (1).
You gain 0.05 gold from the melting of dwarven steel back support.
Quina uses Create Tinker.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press &039; or right click to use).
Ran for 4 turns (stop reason: at exit).




























































































































































