












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Black grid line 1.0.0Change grid line color to black, and modify tiles not to make tall trees. Talent Point Planner 1.6.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Old RPG Tileset 1.0.1The work is by daftigod, I'm just putting this here so I can have the md5 check work. Forbidden Cults 1.6.7Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 43 / 92% |
| Size | huge |
| Lifes / Deaths | Killed by overpowered greater multi-hued wyrm at level 43 on the 17th Shortage 122nd year of Ascendancy at 09:01 / 1 |
Primary Stats
| Strength | 64 (base 31) |
| Dexterity | 96 (base 60) |
| Constitution | 31 (base 10) |
| Magic | 41 (base 16) |
| Willpower | 75 (base 55) |
| Cunning | 49 (base 29) |
Resources
| Life | -94/1311 |
| Mana | 579/612 |
| Equilibrium | 45 |
| Steam | 100/100 |
| Healing Factor | 1.6567164179105 |
| Regeneration | 16.981343283583 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 5 |
| See Stealth | 57.294708266768 |
| See Invisible | 43.294708266768 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 98 |
| Accuracy | 82 |
| Crit Chance | 25% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 50 |
| Accuracy | 82 |
| Crit Chance | 25% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +11% |
| Light | +41% |
| Physical | +40% |
| Arcane | +25% |
| Nature | +22% |
| All | +8% |
Offense: Damage Penetration
| Physical | +33% |
| Arcane | +26% |
| Nature | +18% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 179.60510285482 (80%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 31 |
| Physical Save | 61 |
| Spell Save | 58 |
| Mental Save | 66 |
Defense: Resistances
| Acid | 18%( 70%) |
| Blight | 28%( 70%) |
| Arcane | 27%( 70%) |
| Cold | 34%( 70%) |
| All | 15%( 70%) |
| Lightning | 40%( 70%) |
| Light | 47%( 70%) |
| Physical | 28%( 70%) |
| Darkness | 52%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 36% |
| Poison Resistance | 20% |
| Blind Resistance | 51% |
| Silence Resistance | 27% |
| Bleed Resistance | 50% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 77 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. |
| 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 115% efficiency and cooldown mod of 52%. |
| 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 153% efficiency and cooldown mod of 64%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 775% 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 Strength stat. |
Class Talents
| Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Deeprock | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Stone Vines |
| talent | Shards |
| talent | Eldritch Infusion |
| detrimental effect | The target is on fire, taking 144.70 fire damage per turn. Burning |
| beneficial effect | The target has turned into a huge deeprock elemental. It gains 2 size categories, +11% Nature damage and +7% Nature damage penetration, +17% Arcane damage and +15% Arcane damage penetration, and +17% Physical damage and +15% Physical damage penetration. Deeprock Form |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 grave | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
Escort: worried loremaster (level 1 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the worried loremaster from death by dreaming horror. Escort: worried loremaster (level 2 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
From bellow, it devours | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed wretchling eyeball. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed multi-hued wyrm scale. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak&WHITESLATEWHITESLATEWHITESLATE | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj&LIGHT_GREENWHITESLATE There and back again | active |
Equipment
| On feet | undeterred pair of dwarven-steel boots of strife (0 def, 4 armour) 3.0 T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +4 Fatigue +3% Phys.save +15 (+4 eff.) Silence- +27% Confus- +26% Pinning- +25% Stun/Frz- +31% Knockbk- +25% Teleport- +100% Blindside: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 21 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | Halarendil the alchemist&1.0 T3 lite [Rare] Master While equipped: Stats +6 Cun +3 Con dps ---------- Mind.pwr +30 (+9 eff.) Dmg.mod +20% light Res.pen +11% all Apr +11 Melee Ret 6 physical ----- def ----- Armour +10 Phys.save +9 (+2 eff.) Mind.save +12 (+3 eff.) ---------- misc Light +11 See.Stealth +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Betytha the linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Rare] Arcane While equipped: Stats +10 Cun +4 Mag ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane Crit.dmg- 15.00% Spell.save +6 (+2 eff.) Mind.save +27 (+7 eff.) HP.reg +2.00 Heal.mod +20% Silence- +0% A pointy cloth hat, very wizardly... |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +150% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable &039; to see combat stats. Gauntlets. But with steam power! |
| Tool | Getedurek the yew wand of conjuration [power 255] (12 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +4 Dex +3 Con dps ---------- Apr +3 ----- def ----- Armour +12 Defense +20 (+5 eff.) Resists +15% blight ---------- misc Stam/turn +3.00 Fire a magical bolt dealing 275 acid damage Puts all charms on 12 cooldown 100% to increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold ring &039;0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +13% light ----- def ----- Resists +26% light +3% acid HP.reg +8.00 Heal.mod +20% Blind- +29% Poison- +20% Stun/Frz- +27% ---------- misc Infravis +3 See.Stealth +14 See.Invis +10 Rings can have magical properties. |
| On fingers | Pitchstar0.1 T4 ring jewelry [Rare] Master While equipped: Stats +9 Str +5 Con dps ---------- Acc +30 (+6 eff.) Apr +4 ----- def ----- Armour +24 Defense +10 (+2 eff.) Resists +12% darkness Phys.save +6 (+2 eff.) Rings can have magical properties. |
| Around neck | Earthzephyr,0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Wil +3 Con dps ---------- Dmg.mod +3% nature ----- def ----- Resists +12% light +13% darkness Heal.mod +10% Blind- +22% Cut- +50% ---------- misc Equi/ret +0.12 Heal: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 295 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | dwarven-steel shield of earthen fury (0 def, 9 armour, 30.5-36.6 power, 76 block) 7.0 T3 shield armor [Ego+] Nature When used to Attack: Power 30.5 - 36.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +76 On Hit: * Deal physical damage equal to your armor (180) While equipped: dps ---------- On shield block: * Unleash a lightning nova of radius equal to the tinker tier. Melee Ret 25 lightning ----- def ----- Armour +9 Fatigue +8% ---------- misc Talents +1 Block On block: Unleash a lightning nova of radius equal to the tinker tier. Handheld deflection devices. |
| Around waist | Elenigen 1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Dex +7 Wil +4 Cun dps ---------- Phys.pwr +10 (+4 eff.) Acc +30 (+6 eff.) ----- def ----- Armour +11 Defense +19 (+5 eff.) Phys.save +13 (+3 eff.) Proj.slow +25% ---------- misc Max.stam +30.00 A belt that goes around your waist. |
| In off hand | reinforced dwarven-steel shield of earthen fury (0 def, 9 armour, 33.5-40.2 power, 124 block) 7.0 T3 shield armor [Ego+] Nature/Master When used to Attack: Power 33.5 - 40.2 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +124 On Hit: * Deal physical damage equal to your armor (180) While equipped: dps ---------- On shield block: * Unleash a lightning nova of radius equal to the tinker tier. Melee Ret 25 lightning ----- def ----- Armour +9 Fatigue +8% ---------- misc Talents +1 Block On block: Unleash a lightning nova of radius equal to the tinker tier. Handheld deflection devices. |
| Cloak | Unlightrupture (2 def, 13 armour) 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +3% darkness +15% physical Acc +15 (+3 eff.) ----- def ----- Armour +13 Defense +2 (+0 eff.) Resists +30% lightning +22% cold Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Glemina (5 def, 38 armour) 14.0 T5 heavy armor [Random Unique] Arcane/Master While equipped: Stats +9 Str dps ---------- Crit.mult +5.00% Acc +15 (+3 eff.) ----- def ----- Armour +38 Defense +5 (+1 eff.) Fatigue +12% Resists +15% physical +18% darkness +9% arcane Crit.dmg- 28.00% Spell.save +18 (+5 eff.) Die.at -40.00 life ---------- misc Stam/turn +2.00 Max.stam +30.00 Light +2 Track: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
medical injector implant of the psychic (efficiency 148% / cooldown 76%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 148% efficiency and cooldown mod of 76%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 171% / cooldown 70%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 171% efficiency and cooldown mod of 70%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 161% / cooldown 79%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 161% efficiency and cooldown mod of 79%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 10)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.0 steam per turn. Can be activated for an instant burst of 50 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 10)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.7 steam per turn. Can be activated for an instant burst of 48 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 6)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous 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.. |
healing infusion (heal 63; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 63 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 141; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 141 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion (speed 489%; cd 8)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 489% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 673%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 673% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 592%; 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 increase movement speed by 592% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 229; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 229 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. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 83; dur 4; cd 23)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 83.16 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the sneak (damage 254; dur 4; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 253.58 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 4; phase 15; cd 15)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 6; phase 18; cd 19)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the sneak (regen 1588% over 10 turns; mana 79; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1588% for 10 turns (318 total) and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 53; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 53 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. |
shielding rune (absorb 153; dur 7; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 153 damage for 7 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 116; dur 6; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 116 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 182; dur 5; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 182 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 399; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 399 damage for 5 turns. Its effects scale with your Dexterity 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 titan (absorb 450; dur 6; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 450 damage for 6 turns. Its effects scale with your Constitution 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 titan (absorb 395; dur 5; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 395 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 50; blocks 3; dur 4; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 50 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the duelist (threshold 41; blocks 6; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 41 up to 6 times. Its effects scale with your Dexterity stat. 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 105; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 105 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. |
teleportation rune of the sneak (range 124; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 124 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the titan (range 51; cd 19)0.1 rune scroll [Ego] 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 51 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Alchemist&0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Weapon Automaton: One Handed0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
copper amulet &039;0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +12% lightning +3% mind ----- def ----- Resists +10% light +12% darkness Blind- +20% Amulets can have magical properties. |
stralite amulet &039;0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +8 Dex dps ---------- On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Resists +24% acid +30% lightning Phys.save +6 (+2 eff.) Max.HP +40.00 Poison- +20% Silence- +20% Amulets can have magical properties. |
voratun amulet &039;0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Mag dps ---------- Crit.mult +34.00% Spell.pwr +12 (+6 eff.) Dmg.mod +15% blight +11% fire Res.pen +25% temporal Acc +8 (+1 eff.) Apr +20 ----- def ----- Resists +24% lightning Stun/Frz- +43% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Amulets can have magical properties. |
wanderer&0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +3 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
Halygodil the Brightpain0.1 T2 ring jewelry [Rare] Master While equipped: Stats +8 Str +6 Dex +2 Wil +3 Con dps ---------- Dmg.mod +6% fire ----- def ----- HP.reg +3.00 Stun/Frz- +30% ---------- misc Light +3 Rings can have magical properties. |
Ivuda the Hazevein0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Wil +4 Mag dps ---------- Crit.mult +20.00% S.pwr/crit +6 Dmg.mod +9% arcane Res.pen +20% arcane Melee Ret 4 cold ----- def ----- HP.reg +4.00 Stun/Frz- +30% ---------- misc Vim/s.crit +2.00 Rings can have magical properties. |
Xowyn the Duskimmortal0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str +1 Wil +1 Con dps ---------- Dmg.mod +6% darkness +9% temporal On Hit (Melee): * 10% chance to reduce damage dealt by 27% ----- def ----- HP.reg +2.00 Stun/Frz- +23% Rings can have magical properties. |
copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings can have magical properties. |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings can have magical properties. |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +21% Pinning- +21% Knockbk- +23% Rings can have magical properties. |
copper ring of the mind (+10%)0.1 T1 ring jewelry [Ego] Psionic While equipped: dps ---------- Dmg.mod +10% mind ----- def ----- Resists +10% mind Rings can have magical properties. |
gold onyx ring0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +3 Str +8 Dex +3 Mag +3 Wil +9 Cun +3 Con dps ---------- Acc +14 (+2 eff.) Apr +11 ----- def ----- Defense +10 (+2 eff.) Disengage: Puts all charms on 8 cooldown Level 2.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 88% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
marksman&0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- Max.HP +21.00 Disarm- +21% Pinning- +23% Knockbk- +23% Rings can have magical properties. |
marksman&0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Dex +1 Mag dps ---------- Melee+ 14 light Ranged+ 18 light Dmg.mod +12% light Acc +8 (+1 eff.) Rings can have magical properties. |
titan&0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +5 Con ----- def ----- Phys.save +10 (+3 eff.) Mind.save +9 (+3 eff.) Confus- +31% Rings can have magical properties. |
wizard&0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Spell.save +6 (+2 eff.) Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 68.0 - 102.0 Physical Uses 130% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+1 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Vorywyn the Hazeream (18.5-24.05 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Psionic Power 18.5 - 24.1 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +17 mind On Hit.r1 +20 cold On Hit: * 22% chance to reduce all saves and defense by 33 While equipped: Stats +5 Cun +5 Wil dps ---------- Phys.crit +2.0% Crit.mult +20.00% Res.pen +25% physical ----- def ----- Defense +25 (+6 eff.) Resists +9% cold ---------- misc Max.stam +20.00 Sharp, short and deadly. |
chilling stralite dagger (26.5-34.45 power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Arcane Power 26.5 - 34.5 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +21 cold Sharp, short and deadly. |
enhanced voratun dagger (37.5-48.75 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Nature Power 37.5 - 48.8 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +9 Str +7 Dex +7 Mag +8 Wil +11 Cun +10 Con Sharp, short and deadly. |
flaming stralite dagger (25.5-33.15 power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Arcane Power 25.5 - 33.1 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +9 fire Sharp, short and deadly. |
warbringer&1.0 T4 dagger 1H weapon [Ego+] Master Power 29.0 - 37.7 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+4 eff.) Res.pen +9% physical ----- def ----- Disarm- +15% Sharp, short and deadly. |
Obliterator (48-72 power, 10 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +0.0% Atk.spd 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 64 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
stralite greatmaul (54-81 power, 3 apr)5.0 T4 greatmaul 2H weapon [Normal] Power 54.0 - 81.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Massive two-handed mauls. |
Abyssstrike (38-60.8 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Nature/Master Power 38.0 - 60.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 arcane +12 fire While equipped: Stats +10 Con +14 Wil dps ---------- Dmg.mod +6% fire Res.pen +10% fire +7% all Acc +34 (+6 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Max.HP +52.00 Disarm- +39% Massive two-handed swords. |
Champion&3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 20% Con, 115% Str Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 42 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 24 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Dethblyd (70-112 power, 18 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 70.0 - 112.0 Physical Uses 10% Mag, 130% Str Acc+ +0.4% crit mult (max 40%) Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn&039;s no denying the power of his massive sword. |
balanced voratun greatsword of massacre (65-104 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Master Power 65.0 - 104.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+1 eff.) ----- def ----- Defense +17 (+4 eff.) Disarm- +66% Massive two-handed swords. |
hateful stralite greatsword of massacre (57.5-92 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Master/Psionic Power 57.5 - 92.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +17 darkness Against +17% Living Massive two-handed swords. |
stralite greatsword &039; (48.5-77.6 power, 3 apr)3.0 T4 greatsword 2H weapon [Rare] Arcane Power 48.5 - 77.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 51 damage While equipped: dps ---------- Dmg.mod +9% arcane +30% mind Res.pen +20% arcane +15% cold Melee Ret 8 arcane ----- def ----- Resists +5% arcane +15% mind Massive two-handed swords. |
mighty elven-wood longbow4.0 T4 longbow 2H weapon [Ego] Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +5 Str dps ---------- Phys.pwr +18 (+6 eff.) Longbows are used to shoot arrows at your foes. |
mighty yew longbow of cold4.0 T3 longbow 2H weapon [Ego] Arcane/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +17 cold While equipped: Stats +5 Str dps ---------- Phys.pwr +11 (+4 eff.) Dmg.mod +21% cold Longbows are used to shoot arrows at your foes. |
mighty yew longbow of dexterity (+6)4.0 T3 longbow 2H weapon [Ego] Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +6 Str +6 Dex dps ---------- Phys.pwr +14 (+5 eff.) Res.pen +11% physical Longbows are used to shoot arrows at your foes. |
runic yew longbow of fire4.0 T3 longbow 2H weapon [Ego+] Arcane Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +20 fire On Hit: 10% Arcane Vortex 3 While equipped: Stats +8 Mag dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +12% arcane +17% fire Longbows are used to shoot arrows at your foes. |
acidic dwarven-steel longsword of evisceration (24.5-34.3 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Arcane/Master Power 24.5 - 34.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 85 damage over 5 turns and reducing armor and accuracy by 11 While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +9 (+3 eff.) Sharp, long, and deadly. |
dwarven-steel longsword &039; (21-29.4 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Arcane Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 51 acid damage (1/turn) While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +20% acid +9% light Res.pen +19% acid ----- def ----- Resists +15% acid +20% light +15% lightning Die.at -80.00 life Sharp, long, and deadly. |
Dedication (31-43.4 power, 6 apr)3.0 T3 mace 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Cun, 90% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Atk.spd 100% On Crit.r2 +50 manaburn arcane While equipped: ----- def ----- Resists +15% arcane +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
Singebrace (13.5-18.9 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Nature/Master Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * Create an explosion dealing 51 cold damage (1/turn) While equipped: Stats +6 Str +5 Dex +3 Mag +8 Wil +5 Cun +4 Con dps ---------- Dmg.mod +6% fire +9% cold Res.pen +9% cold Acc +7 (+1 eff.) ----- def ----- Defense +6 (+1 eff.) Disarm- +20% ---------- misc Light +3 Blunt and deadly. |
plaguebringer&3.0 T3 mace 1H weapon [Ego++] Arcane/Master Power 25.5 - 35.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 3 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 17 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% ----- def ----- Disease- +19% Blunt and deadly. |
Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+5 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+7 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Great Caller (10-11 power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon [Unique] Nature Power 10.0 - 11.0 Nature Uses 30% Wil, 50% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+4 eff.) Dmg.mod +8% cold +8% fire +8% physical ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
absorbing pulsing mindstar of life (12-13.2 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- Resists +13% lightning +13% fire +12% cold Max.HP +17.00 HP.reg +1.00 ---------- 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. |
gifted living mindstar of flames (16.5-18.15 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +17 (+6 eff.) All.spd +7% Melee+ 9 fire Dmg.mod +12% fire Res.pen +5% fire ----- def ----- Resists +17% fire ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hateful living mindstar (17.5-19.25 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 17.5 - 19.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% mind +9% darkness Res.pen +13% mind +12% darkness ---------- misc Max.hate +6.00 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. |
manaburning living mindstar of flames (17.5-19.25 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Disrupt Power 17.5 - 19.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit: * 20 arcane resource burn While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) All.spd +6% Melee+ 10 fire Dmg.mod +8% fire Res.pen +15% fire ----- def ----- Resists +6% arcane +12% fire ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar of nightfall (12-13.2 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +9% darkness Res.pen +13% darkness ----- def ----- Resists +8% darkness Blind- +20% ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Cursed/Darkness 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. |
wyrm&3.0 T5 mindstar 1H weapon [Ego++] Nature Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Melee+ 6 lightning 6 physical 18 cold 5 fire 8 acid Dmg.mod +6% cold Res.pen +11% cold ----- def ----- Armour +9 Resists +7% lightning +5% physical +22% cold +7% acid +5% fire ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Isluratira the cured leather sling4.0 T2 sling 1H weapon [Random Unique] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +6 Con +7 Wil dps ---------- Phys.crit +4.0% Spell.pwr +5 (+3 eff.) S.pwr/crit +6 Acc +10 (+2 eff.) Melee Ret 4 arcane ----- def ----- Max.HP +28.00 Slings are used to hurl stones or metal shots at your foes. |
mighty reinforced leather sling of piercing4.0 T4 sling 1H weapon [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +5 Str dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +12% all Acc +13 (+2 eff.) Apr +9 Slings are used to hurl stones or metal shots at your foes. |
Ragalach the Blastrock (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon [Rare] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +9% lightning +52% cold Res.pen +20% darkness +25% lightning ----- def ----- Armour +10 Hardiness +8% Resists +12% darkness Phys.save +10 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal yew starstaff of breaching (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +23.00% Spell.pwr +12 (+6 eff.) Melee+ 24 fire Dmg.mod +20% light Res.pen +10% light ---------- misc See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
enhanced voratun steamgun of true flight4.0 T5 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +10 Str +9 Dex +8 Mag +8 Wil +10 Cun +6 Con dps ---------- Phys.crit +10.0% Acc +8 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
ranger&4.0 T4 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +11 cold Uses 2.0 Steam While equipped: Stats +3 Dex dps ---------- Dmg.mod +14% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
swiftstrike steel steamgun of piercing4.0 T2 steamgun 1H weapon [Ego++] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +800% Uses 2.0 Steam While equipped: Stats +3 Cun dps ---------- Phys.spd +10% Res.pen +8% all Acc +6 (+1 eff.) Apr +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
throat-seeking stralite steamgun of piercing4.0 T4 steamgun 1H weapon [Ego++] Disrupt/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +16 nature On Crit: * silences the target Uses 2.0 Steam While equipped: dps ---------- Res.pen +9% nature +9% all Acc +17 (+3 eff.) Apr +10 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
warden&4.0 T4 steamgun 1H weapon [Ego++] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: Stats +6 Mag dps ---------- Dmg.mod +9% temporal +8% physical Res.pen +7% temporal +9% physical ---------- misc Reload +3 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Arcoozer (23-34.5 power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Nature/Steamtech Power 23.0 - 34.5 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +52 Melee+ +12 arcane On Hit: * 20% chance to reduce armor by 27% Uses 1.0 Steam While equipped: Stats +9 Str +9 Dex +8 Mag +6 Wil +9 Cun +8 Con dps ---------- Dmg.mod +27% lightning +30% arcane +9% acid Melee Ret 6 lightning ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% Resists +5% arcane ---------- 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! |
dwarven-steel steamsaw of rage (20.5-30.75 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Master/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam While equipped: Stats +3 Str dps ---------- Dmg.mod +8% physical Acc +16 (+3 eff.) ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw &039; (9.5-14.25 power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 9.5 - 14.3 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 Uses 1.0 Steam While equipped: Stats +3 Mag +1 Wil +1 Con dps ---------- Dmg.mod +3% fire Acc +6 (+1 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +2 Defense +7 (+2 eff.) Fatigue +4% Disarm- +20% ---------- misc Light +2 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! |
quick dwarven-steel steamsaw (23.5-35.25 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Master/Steamtech Power 23.5 - 35.3 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +43 Uses 1.0 Steam While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +14 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
acidic dwarven-steel waraxe of daylight (19-26.6 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +7 light Against +13% Undead On Crit: * Splash the target with acid dealing 85 damage over 5 turns and reducing armor and accuracy by 11 One-handed war axes. |
truestriking dwarven-steel waraxe of crippling (19.5-27.3 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Master Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Res.pen +10% physical Acc +7 (+1 eff.) Apr +10 One-handed war axes. |
voratun waraxe &039; (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Disrupt/Master/Psionic Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +8 acid +12 darkness Against +20% Living On Hit.r1 +4 nature On Crit.r2 +16 acid On Hit: * 20% chance to slow global speed by 61% On Crit: * Deals 93 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +5% nature +11% physical Acc +11 (+2 eff.) Apr +11 ----- def ----- Resists +3% nature One-handed war axes. |
Band of Protection1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+3 eff.) ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Generate a personal shield that absorbs up to 178 damage and damages attackers striking the wearer for 24 fire damage while it lasts (based on Cunning). Uses 20 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
Hazeraze the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: Stats +6 Mag +3 Wil +2 Con dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +6% cold ----- def ----- Phys.save +6 (+2 eff.) A belt that goes around your waist. |
rough leather belt of burglary1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Dex +4 Cun +6 Lck ----- def ----- Defense +0 (+0 eff.) Proj.slow +0% Stealth +6 ---------- misc T.Disarm +6 Infravis +3 A belt that goes around your waist. |
Morningtickler the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +1 Str +1 Wil +2 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Defense +2 (+0 eff.) Resists +12% light +0% lightning Max.HP +48.00 Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvuta the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Mind.crit +2% ----- def ----- Defense +1 (+0 eff.) Resists +0% lightning Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Max.HP +60.00 HP.reg +2.00 Stun/Frz- +0% ---------- misc Psi/ret +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak &039; (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Mag +1 Cun dps ---------- Mind.pwr +25 (+8 eff.) ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +0% lightning +12% cold Mind.save +6 (+2 eff.) Stun/Frz- +0% ---------- misc Infravis +3 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 T5 cloak armor [Ego+] Master While equipped: Stats +7 Cun +8 Dex dps ---------- Acc +6 (+1 eff.) Apr +7 ----- def ----- Defense +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galen&2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+15 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Armour +0 Resists +15% all Crit.dmg- 0.00% ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Yvulle (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +2 Mag +5 Con dps ---------- Dmg.mod +10% physical Melee Ret 0 physical On Hit (Melee): * 20% chance to reduce all saves and defense by 33 ----- def ----- Armour +0 Fatigue +0% Resists +10% physical +9% all Crit.dmg- 15.00% ---------- misc Light +1 Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego] Psionic While equipped: Stats +6 Mag +6 Wil ----- def ----- Resists +13% all ---------- misc Mana/turn +0.30 Psi/turn +0.31 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature/Disrupt While equipped: dps ---------- On Melee Ret: * 6% chance to slow global speed by 61% * 7 arcane resource burn ----- def ----- Resists +11% blight +15% all Max.HP +82.00 HP.reg +3.60 Heal.mod +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven woollen robe of frost (+6%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +5 Str +5 Mag +4 Wil dps ---------- Dmg.mod +5% lightning +5% physical +23% cold Melee Ret 0 physical ----- def ----- Armour +0 Fatigue +0% Resists +6% lightning +26% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold Phys.save +0 (+0 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Mayybrevena (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +5 Con ----- def ----- Armour +3 Resists +2% physical +8% cold +11% fire Phys.save +0 (+0 eff.) Die.at -80.00 life Pinning- +0% Knockbk- +0% Teleport- +0% A pair of boots made of leather. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
pair of hardened leather boots &039; (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Wil dps ---------- Mind.crit +5% Mind.pwr +30 (+9 eff.) Dmg.mod +12% blight ----- def ----- Armour +3 Fatigue -8% Phys.save +11 (+3 eff.) Mind.save +15 (+4 eff.) ---------- misc Max.enc +37 A pair of boots made of leather. |
pair of iron boots &039; (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +9 Str +1 Cun +8 Con ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+2 eff.) Die.at -40.00 life Pinning- +0% Knockbk- +0% Teleport- +0% ---------- misc Light +3 Infravis +2 Rush: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of rough leather boots &039; (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Mag +3 Wil +3 Cun dps ---------- Crit.mult +5.00% ----- def ----- Armour +1 Phys.save +7 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% ---------- misc Equi/ret +0.12 Psi/ret +0.04 Max.hate +4.00 A pair of boots made of leather. |
scholar&3.0 T3 feet armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.pwr +6 (+3 eff.) ----- def ----- Armour +4 Fatigue +3% Blink to a nearby random location (rad 7) Puts all charms on 20 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
undeterred pair of dwarven-steel boots of strife (0 def, 4 armour)3.0 T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +4 Con +2 Wil dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +4 Fatigue +3% Phys.save +0 (+0 eff.) Silence- +29% Confus- +22% Pinning- +0% Stun/Frz- +25% Knockbk- +0% Teleport- +0% Blindside: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable &039; to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Storm Bringer&1.5 T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+6 eff.) Dmg.mod +20% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable &039; to see combat stats. On Spell Hit: 10% Lightning 1 This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
brawler&1.5 T4 hands armor [Ego+] Master While equipped: Stats +5 Str +3 Dex +3 Cun dps ---------- Phys.pwr +11 (+4 eff.) ----- def ----- Armour +3 Fatigue +5% Phys.save +14 (+4 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather gloves of butchering (0 def, 3 armour)1.0 T4 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +10 (+4 eff.) Acc +10 (+2 eff.) Apr +10 ----- def ----- Armour +3 Resists +10% blight Spell.save +13 (+3 eff.) Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand voratun gauntlets of regeneration (0 def, 11 armour)1.5 T4 hands armor [Ego+] Nature While equipped: dps ---------- Melee+ 12 physical Dmg.mod +7% physical ----- def ----- Armour +11 Fatigue +5% HP.reg +4.70 ---------- misc Stam/turn +0.90 Psi/turn +0.30 Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
stone warden&1.5 T4 hands armor [Ego++] Arcane/Nature While equipped: Stats +8 Con ----- def ----- Armour +12 Hardiness +10% Fatigue +5% Resists +6% physical HP.reg +4.70 ---------- misc Stam/turn +0.70 Psi/turn +0.33 Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Helm of the Dominated (0 def, 9 armour)3.0 T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+4 eff.) Spell.pwr +10 (+5 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Rimebright the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Psionic While equipped: Stats +5 Mag +3 Wil +2 Cun dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +3% cold Res.pen +5% arcane ----- def ----- Armour +3 Fatigue +5% Mind.save +0 (+0 eff.) ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing dwarven-steel helm of absorption (0 def, 4 armour)3.0 T3 head armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +9% nature +9% blight ---------- misc Stam/ret +1.70 Equi/ret +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather hat of precognition (10 def, 5 armour)2.0 T5 head armor [Ego+] Nature While equipped: Stats +7 Cun dps ---------- Acc +8 (+1 eff.) On Melee Ret: * 15% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +10 (+2 eff.) Fatigue +5% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A hat made of leather. Very stylish. |
dwarven-steel helm of constitution (+5) (0 def, 4 armour)3.0 T3 head armor [Ego] Master While equipped: Stats +5 Con ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat &039; (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Str +7 Mag +4 Wil +0 Cun dps ---------- Acc +20 (+4 eff.) Melee Ret 6 physical ----- def ----- Defense +1 (+0 eff.) Mind.save +0 (+0 eff.) Die.at -80.00 life ---------- misc Equi/ret +1.00 Psi/ret +1.20 Hate/ret +0.90 A pointy cloth hat, very wizardly... |
stabilizing elven-silk wizard hat of knowledge (3 def, 0 armour)2.0 T5 head armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +11 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Defense +3 (+1 eff.) Phys.save +12 (+3 eff.) A pointy cloth hat, very wizardly... |
Beloleg (34 def, 8 armour)14.0 T4 heavy armor [Rare] Master While equipped: Stats +14 Str +3 Dex +5 Wil dps ---------- Phys.pwr +30 (+9 eff.) Acc +25 (+5 eff.) ----- def ----- Armour +8 Defense +34 (+8 eff.) Fatigue +12% Resists +18% darkness +13% physical ---------- misc Stam/turn +3.00 Light +2 Track: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
cleansing voratun mail armour of command (15 def, 14 armour)14.0 T5 heavy armor [Ego+] Disrupt/Psionic While equipped: Stats +5 Cun ----- def ----- Armour +14 Defense +15 (+4 eff.) Fatigue +12% Resists +19% nature +20% blight Mind.save +20 (+5 eff.) A suit of armour made of mail. |
fortifying voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor [Ego+] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Max.HP +92.00 A suit of armour made of mail. |
enlightening drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor [Ego+] Psionic While equipped: Stats +5 Cun +6 Wil ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Mind.save +18 (+5 eff.) A suit of armour made of leather. |
multi-hued hardened leather armour of the deep (9 def, 9 armour)9.0 T3 light armor [Ego++] Nature While equipped: dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Armour +9 Defense +9 (+2 eff.) Fatigue +8% Resists +20% acid +10% physical +11% fire +8% lightning +19% cold ---------- misc Breathe water A suit of armour made of leather. |
reinforced leather armour of delving (12 def, 7 armour)9.0 T4 light armor [Ego+] Master While equipped: Stats +6 Str ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +12% darkness +13% physical ---------- misc Light +1 Track: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
rejuvenating drakeskin leather armour of Eyal (20 def, 8 armour)9.0 T5 light armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Max.HP +26.00 HP.reg +13.50 Heal.mod +13% ---------- misc Stam/turn +1.90 A suit of armour made of leather. |
searing drakeskin leather armour of spell shielding (20 def, 8 armour)9.0 T5 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 10 acid 16 fire Melee Ret 11 acid 12 fire ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +18% acid +22% fire +8% arcane Spell.save +20 (+5 eff.) A suit of armour made of leather. |
Quenchire the stralite plate armour (0 def, 13 armour)17.0 T4 massive armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% mind Res.pen +25% blight +25% cold Melee Ret 10 cold ----- def ----- Armour +13 Fatigue +22% Resists +9% blight +9% cold Max.HP +52.00 A suit of armour made of metal plates. |
fortifying dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +11 Fatigue +22% Max.HP +43.00 A suit of armour made of metal plates. |
Dagedir the Sewergore (0 def, 17 armour, 48-57.6 power, 221.5 block)7.0 T4 shield armor [Rare] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +222 On Hit.r1 +20 cold +16 fire On Crit.r2 +20 nature While equipped: dps ---------- Dmg.mod +6% fire Res.pen +15% fire Melee Ret 8 cold On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Armour +17 Fatigue +8% Resists +18% nature ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield &039; (0 def, 9 armour, 29-34.8 power, 77 block)7.0 T3 shield armor [Random Unique] Nature/Master When used to Attack: Power 29.0 - 34.8 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +77 While equipped: Stats +4 Str +7 Dex +3 Mag +2 Wil dps ---------- Melee+ 14 lightning Acc +9 (+1 eff.) Melee Ret 5 lightning ----- def ----- Armour +9 Fatigue +8% Resists +18% lightning +3% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
voratun shield of crushing (0 def, 10 armour, 80-96 power, 203.5 block)7.0 T5 shield armor [Ego+] Master When used to Attack: Power 80.0 - 96.0 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +204 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +9 (+3 eff.) ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of elven-wood arrows (23/23, 41.5-58.1 power, 14 apr)3.0 T4 arrow ammo [Normal] Power 41.5 - 58.1 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 23 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows (17/17, 34-47.6 power, 10 apr)3.0 T3 arrow ammo [Normal] Power 34.0 - 47.6 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 17 Arrows are used with bows to pierce your foes to death. |
12 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. |
703 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Phlegmstake (dig speed 28 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +2 Wil +4 Cun +2 Con dps ---------- Dmg.mod +12% lightning Res.pen +10% nature ---------- misc Psi/ret +0.20 Max.psi +20.00 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
iron pickaxe of Reknor (dig speed 20 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Resists +6% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof&1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
5 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Betomina1.0 T1 lite [Rare] Arcane While equipped: Stats +1 Wil +4 Mag dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +9% acid Res.pen +5% mind Melee Ret 6 mind ---------- misc Light +5 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. |
Camahad1.0 T3 lite [Rare] Master While equipped: Stats +5 Con dps ---------- Phys.pwr +15 (+5 eff.) Acc +10 (+2 eff.) Melee Ret 8 blight ----- def ----- Resists +12% blight Phys.save +9 (+2 eff.) Die.at -80.00 life ---------- misc Max.stam +30.00 Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
DĂșathedlen Heart1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(130 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
brass lantern &039;Nulrathra&2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex +4 Wil dps ---------- Res.pen +5% mind ----- def ----- Resists +9% lightning +5% arcane Max.HP +43.00 ---------- misc Light +5 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. |
piercing alchemist&1.0 T3 lite [Ego+] Master While equipped: dps ---------- Res.pen +7% all Apr +10 ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe&0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 162 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. |
amazing frost salve [power 23] amazing frost salve [power 23]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 115% efficiency and 52% cooldown modifier. Remove 3 physical effects and grants a frost aura (23% cold, darkness and nature affinity) Puts Talent Medical Injector on 20 cooldown Activation is instant. Medical salve. |
amazing water salve [power 23] amazing water salve [power 23]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 115% efficiency and 52% cooldown modifier. Remove 3 mental effects and grants a water aura (23% blight, mind and acid affinity). Puts Talent Medical Injector on 20 cooldown Activation is instant. Medical salve. |
great healing salve [power 282] great healing salve [power 282]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 115% efficiency and 52% cooldown modifier. Heal 282 Puts Talent Medical Injector on 12 cooldown Medical salve. |
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. |
Spider&3.0 T4 shot ammo [Unique] Nature/Steamtech Power 22.0 - 26.4 Nature Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It& |
tundral pouch of voratun shots of grasping (16/20, 51.5-61.8 power, 6 apr)3.0 T5 shot ammo [Ego+] Nature Power 51.5 - 61.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 20 Ranged+ +26 cold On Crit.r2 +10 cold On Hit: * 20% chance to create vines that bind the target to the ground dealing 218 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
dwarven steel grounding strap0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel kinetic stabiliser0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +9 (+2 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel mental stimulator0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
potent air recycler0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
steel grounding strap0.0 T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +12% lightning Stun/Frz- +20% Tinkers can be attached to normal items to improve them with steam power! |
steel kinetic stabiliser0.0 T2 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +6 (+2 eff.) Pinning- +10% Knockbk- +10% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulator0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun ----- def ----- Mind.save +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
steel spike attachment0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 20 physical ----- def ----- Armour +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
stralite deflection field0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +8 (+2 eff.) Proj.slow +20% Tinkers can be attached to normal items to improve them with steam power! |
stralite grip0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +90% ---------- misc Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
evasive dwarven-steel torque of psionic shield [power 81] (20 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 81 for 5 turns Puts all charms on 20 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Shimmerdream [power 25] (16 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 27% ----- def ----- Resists +6% acid Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 16 cooldown 100% to increase all damage penetration by 13% for 2 turns. 100% to increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
cleansing elven-wood totem of summon tentacle [power 280] (20 cooldown)2.0 T4 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 728 Base Damage: 318 Armor: 14 All Resist: 26 Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
overpowered ash totem of thorny skin [power 47] (24 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 47 and armour hardiness by 40% Puts all charms on 24 cooldown 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. |
5 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. |
11 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. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By koa the Dwarf Stone Warden level 36
41st Dearth 122nd year of Ascendancy at 04:40 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By koa the Dwarf Stone Warden level 36
38th Dearth 122nd year of Ascendancy at 21:40 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By koa the Dwarf Stone Warden level 42
16th Shortage 122nd year of Ascendancy at 09:47 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By koa the Dwarf Stone Warden level 41
10th Shortage 122nd year of Ascendancy at 00:28 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By koa the Dwarf Stone Warden level 7
22nd Voratun 122nd year of Ascendancy at 13:14 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By koa the Dwarf Stone Warden level 38
5th Loss 122nd year of Ascendancy at 06:24 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By koa the Dwarf Stone Warden level 33
32nd Dearth 122nd year of Ascendancy at 23:08 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By koa the Dwarf Stone Warden level 23
11st Wealth 122nd year of Ascendancy at 18:25 see stats
Home sweet home (Insane (Roguelike) difficulty)
29th Loss 122nd year of Ascendancy at 23:58 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By koa the Dwarf Stone Warden level 10
27th Voratun 122nd year of Ascendancy at 08:12 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By koa the Dwarf Stone Warden level 20
33rd Profit 122nd year of Ascendancy at 05:12 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By koa the Dwarf Stone Warden level 30
20th Dearth 122nd year of Ascendancy at 02:43 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By koa the Dwarf Stone Warden level 40
28th Loss 122nd year of Ascendancy at 22:07 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By koa the Dwarf Stone Warden level 27
7th Dearth 122nd year of Ascendancy at 07:02 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By koa the Dwarf Stone Warden level 40
6th Shortage 122nd year of Ascendancy at 07:20 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By koa the Dwarf Stone Warden level 13
4th Profit 122nd year of Ascendancy at 00:22 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By koa the Dwarf Stone Warden level 25
28th Wealth 122nd year of Ascendancy at 10:46 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By koa the Dwarf Stone Warden level 24
12nd Wealth 122nd year of Ascendancy at 04:18 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By koa the Dwarf Stone Warden level 18
23rd Profit 122nd year of Ascendancy at 19:04 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By koa the Dwarf Stone Warden level 35
37th Dearth 122nd year of Ascendancy at 20:02 see stats
Log
Koa resists the sandstorm!
Overpowered greater multi-hued wyrm hits koa for 430 physical damage.
Koa uses Block.
Overpowered greater multi-hued wyrm breathes fire!
koa unleashes GALVANIC RETRIBUTION!
Koa is on fire!
Overpowered greater multi-hued wyrm hits koa for (200 blocked), 177 fire (177 total damage).
Burning from Overpowered greater multi-hued wyrm hits koa for (126 blocked), 0 fire (0 total damage).
Overpowered greater multi-hued wyrm breathes lightning!
koa unleashes GALVANIC RETRIBUTION!
Koa resists the stun!
Overpowered greater multi-hued wyrm hits koa for (200 blocked), 251 lightning (251 total damage).
The fabric of time around overpowered greater multi-hued wyrm stabilizes to normal.
Burning from Overpowered greater multi-hued wyrm hits koa for (126 blocked), 0 fire (0 total damage).
koa unleashes GALVANIC RETRIBUTION!
Burning from Overpowered greater multi-hued wyrm hits koa for (126 blocked), 0 fire (0 total damage).
Overpowered greater multi-hued wyrm breathes ice!
Overpowered greater multi-hued wyrm&
Koa resists the freeze!
Overpowered greater multi-hued wyrm hits koa for 614 cold damage.
koa the level 43 dwarf stone warden was cooled to death by an overpowered greater multi-hued wyrm on level 2 of Vor Armoury.
Koa deactivates Shards.
Koa deactivates Stone Vines.
Koa deactivates Eldritch Infusion.
Koa deactivates Stone Skin.
Koa is abandoned by the Stone&
























































































































































































