Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Psyshot |
Level / Exp | 50 / 3768% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter (wild summon) at level 50 on the 55th Haze 124th year of Ascendancy at 21:23 / 2Killed by Poluriawen the orc berserker at level 50 on the 55th Haze 124th year of Ascendancy at 21:27 |
Antimagic | Follower |
Primary Stats
Strength | 35 (base 9) |
Dexterity | 142 (base 63) |
Constitution | 50 (base 36) |
Magic | 36 (base 8) |
Willpower | 94 (base 60) |
Cunning | 190 (base 60) |
Resources
Life | -12/1380 |
Steam | 112/112 |
Equilibrium | 0 |
Psi | 217/217 |
Healing Factor | 1.6686847857242 |
Regeneration | 51.868234606373 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 20 |
Infravision | 11 |
See Stealth | 65.054047096765 |
See Invisible | 58.054047096765 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 116 |
Accuracy | 105 |
Crit Chance | 107% |
APR | 74 |
Speed | 0.91 |
Offense: Offhand
Damage | 52 |
Accuracy | 97 |
Crit Chance | 85% |
APR | 108 |
Speed | 0.91 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 66% |
Speed | 1 |
Offense: Mind
Mindpower | 82 |
Crit Chance | 88% |
Speed | 1 |
Offense: Damage Bonus
Cold | +35% |
Lightning | +41% |
Light | +34% |
Nature | +85% |
Blight | +35% |
Physical | +57% |
Mind | +36% |
All | +14% |
Offense: Damage Penetration
Lightning | +31% |
Light | +46% |
Nature | +86% |
Blight | +36% |
Physical | +36% |
Cold | +36% |
All | +26% |
Defense: Base
Armour (hardiness) | 18 (69.687909656376%) |
Defense | 84 |
Ranged Defense | 84 |
Fatigue | 0 |
Physical Save | 49 |
Spell Save | 38 |
Mental Save | 64 |
Defense: Resistances
Acid | + 31%( 70%) |
Blight | + 52%( 70%) |
Physical | + 45%( 70%) |
Cold | + 49%( 70%) |
All | + 29%( 70%) |
Lightning | + 70%( 70%) |
Light | + 36%( 70%) |
Mind | + 48%( 70%) |
Darkness | + 38%( 70%) |
Fire | + 29%( 70%) |
Nature | + 50%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Poison Resistance | 0% |
Blind Resistance | 20% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.5 steam per turn. Can be activated for an instant burst of 92 steam. Its effects scale with your Cunning 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 195% efficiency and cooldown mod of 70%. Its effects scale with your Dexterity 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 213% efficiency and cooldown mod of 58%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.2 steam per turn. Can be activated for an instant burst of 96 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Dread | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.40 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 0.90 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the worried loremaster from death by Eluritha the vampire lord. Escort: worried loremaster (level 4 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 75): Near SightedYou completed the challenge and received: Random Artifact: Firedream (10-12 power, 2 apr, lightning element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 76): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 77): Mirror MatchYou completed the challenge and received: +1 Category Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 80): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Zanegen (9 def, 15 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 83): Near SightedYou completed the challenge and received: Random Artifact: Kindlenull (0 def, 2 armour, 19.5 block) | done |
Proceed directly to the next Infinite Dungeon level in less than 179 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 85): Rush Hour (179)Turns left: 128 You completed the challenge and received: Random Artifact: Wyrmbreath (0 def, 4 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 86): ExterminatorYou completed the challenge and received: Random Artifact: The Long-Arm | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 87): MultiplicityTurns left: 0 | failed |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 565. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed mummified bone. * You've found the needed xorn fragment. * You've found the needed ritch stinger. Stire of Derth has completed an elixir of precision without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Tidestalker the pair of hardened leather boots (0 def, 4 armour) Tidestalker the pair of hardened leather boots (0 def, 4 armour) 2.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +6 Dex +12 Lck offense ------ Physical Crit +8.0% Physical Power +10 (+3 eff.) Ignore resists +10% light +10% physical Ignore Armor +9 When Hit 6 cold defense ------ Armor +4 Resistance +9% light +3% cold Stealth +10 other ------- See Invisibility +3 Talents +5 Rocket Boots A pair of boots made of leather. |
Quiver | barbed pouch of voratun shots of crippling (6/24, 65-78 power, 6 apr) barbed pouch of voratun shots of crippling (6/24, 65-78 power, 6 apr) 3.0 Encumbrance T5 shot ammo [Ego++] Master Weapon Damage 65.0 - 78.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +27.0% Capacity 24 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | dwarven lantern 'Silirin' dwarven lantern 'Silirin' 1.0 Encumbrance T5 lite [Rare] Master While equipped: offense ------ Damage +20% light Ignore resists +15% all Ignore Armor +14 When Hit 10 acid On-Hit (Melee): * 20% chance to reduce armor by 30% defense ------ Defense +16 (+3 eff.) Blind Resist +20% Disarm Resist +20% other ------- Mana/turn +0.28 Mana-on-crit +2.00 Max vim +50.00 Light +12 See Stealth +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Velenor (3 def, 0 armour) Velenor (3 def, 0 armour) 2.0 Encumbrance T5 head armor [Random Unique] Psionic While equipped: Stats +16 Cun +7 Wil offense ------ Mind Crit +9% Mindpower +18 (+4 eff.) Damage +19% mind On-Hit (Melee): * 10% chance to slow global speed by 73% defense ------ Defense +3 (+0 eff.) Resistance +2% physical +20% mind +9% cold Physical save +13 (+4 eff.) Mind save +32 (+8 eff.) Stun Resist +20% other ------- Psi/turn +0.31 Max psi +33.00 A pointy cloth hat, very wizardly... |
On hands | drakeskin leather gloves 'Radiancewreath' (0 def, 4 armour) drakeskin leather gloves 'Radiancewreath' (0 def, 4 armour) 1.0 Encumbrance T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +12 Cun +16 Dex offense ------ Damage +6% blight Ignore resists +10% blight +10% light Accuracy +38 (+6 eff.) Ignore Armor +10 When Hit 4 blight defense ------ Armor +4 Resistance +13% darkness +6% blight other ------- Light +3 Infravision +4 Talents +5 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 10 turn cooldown Effective talent level: 1.8 Power cost 10 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Tree of Life Tree of Life2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+1 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 7 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | Cobrawrither the voratun ring Cobrawrither the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +18 Dex +9 Cun offense ------ Damage +12% nature Ignore resists +15% nature +5% lightning Accuracy +29 (+5 eff.) When Hit 4 nature defense ------ Resistance +24% lightning Life +97.00 Life Regen +19.00 Healmod +14% Rings make your fingers look great! |
On fingers | Ivemina the voratun ring Ivemina the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Mag +8 Wil +6 Cun +3 Con offense ------ Physical Power +16 (+5 eff.) Spellpower +17 (+7 eff.) Mindpower +33 (+7 eff.) Damage +15% blight +7% all Accuracy +17 (+3 eff.) Ignore Armor +15 defense ------ Defense +15 (+3 eff.) Crit Resistance 10.00% other ------- Light +3 Disengage: Puts all charms on 7 turn cooldown Effective talent level: 2.0 Power cost 7 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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 make your fingers look great! |
Around neck | stralite amulet 'Windkiller' stralite amulet 'Windkiller'0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Dex +7 Cun +9 Lck offense ------ Damage +15% nature Accuracy +11 (+2 eff.) When Hit 6 blight On-Hit (Melee): * 20% chance to slow global speed by 73% defense ------ Defense +9 (+1 eff.) Resistance +6% blight Resist unseen 13% Amulets make your neck look great! |
In main hand | Tempestpyre the voratun steamgun Tempestpyre the voratun steamgun 4.0 Encumbrance T5 steamgun 1H weapon [Random Unique] Master/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +800% On-Hit, radius 1 +4 mind +0 20% chance of physical repulsion On-crit, radius 2 +8 lightning On Hit: * flashes light on your target dealing 148 damage Uses 2.0 Steam While equipped: Stats +5 Str +2 Mag +14 Cun offense ------ Critical power +15.00% Steampower +10 (+2 eff.) Combat Speed +10% Damage +3% mind Ignore resists +11% all Accuracy +24 (+4 eff.) Ignore Armor +13 When Hit 4 lightning defense ------ Resistance +6% mind Crit Resistance 5.00% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Oozeking the hardened leather belt Oozeking the hardened leather belt 1.0 Encumbrance T3 belt armor [Random Unique] Master/Psionic While equipped: Stats +9 Dex +9 Cun +7 Lck offense ------ Physical Crit +7.0% Mind Crit +8% Mindpower +3 (+1 eff.) Ignore resists +20% nature defense ------ Fatigue -20% Resistance +3% acid +3% cold +9% nature Physical save +9 (+3 eff.) Spell save +4 (+2 eff.) Stealth +7 other ------- Disarm Traps +5 Encumbrance +50 Infravision +4 A belt that goes around your waist. |
In off hand | Flowerpierce (17-19 power, 40 apr, nature damage) Flowerpierce (17-19 power, 40 apr, nature damage) 3.0 Encumbrance T5 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +12 nature +21 acid On Hit: * 21% chance to slow global speed by 73% * flashes light on your target dealing 159 damage While equipped: Stats +4 Cun offense ------ Mind Crit +5% Critical power +34.00% Mindpower +10 (+2 eff.) Damage +6% lightning +24% nature Ignore resists +25% nature On-Hit (Melee): * 21% chance to slow global speed by 73% * 21% chance to reduce armor by 30% defense ------ Resistance +15% lightning other ------- 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. |
Cloak | Pressurizer (9 def, 0 armour) Pressurizer (9 def, 0 armour) 2.0 Encumbrance T2 cloak armor [Unique] Steamtech While equipped: Stats +4 Dex offense ------ Steam Crit +10% Steampower +10 (+2 eff.) defense ------ Defense +9 (+1 eff.) Resistance +30% lightning Stun Resist +50% other ------- Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
Main armor | Glacierstrider (0 def, 10 armour) Glacierstrider (0 def, 10 armour) 2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +10 Str +11 Mag +7 Wil +10 Cun offense ------ Critical power +15.00% Damage +21% lightning +43% physical +21% cold Ignore resists +10% cold defense ------ Armor +10 Resistance +14% lightning +20% physical +13% cold +15% all Crit Resistance 35.00% other ------- Hate-on-crit +5.00 Psi-on-crit +2.00 Infravision +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 92% / cooldown 82%) medical injector implant (efficiency 92% / cooldown 82%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 92% efficiency and cooldown mod of 82%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 80% / cooldown 82%) medical injector implant (efficiency 80% / cooldown 82%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 82%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 85% / cooldown 85%) medical injector implant (efficiency 85% / cooldown 85%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 85% efficiency and cooldown mod of 85%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 113% / cooldown 71%) medical injector implant of the wizard (efficiency 113% / cooldown 71%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 113% efficiency and cooldown mod of 71%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4) steam generator implant (steam 4)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 30 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 8) steam generator implant (steam 8)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 20 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.8 steam per turn. Can be activated for an instant burst of 39 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 18) steam generator implant of the duelist (steam 18)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 28 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.4 steam per turn. Can be activated for an instant burst of 92 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Rune of the Rift (526.00 temporal damage, removed from time 4 turns) Rune of the Rift (526.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 599.64 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Ablative Armour 2 schematic: Ablative Armour0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Acid Groove 5 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
11 schematic: Air Recycler 11 schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Alchemist's Helper 5 schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Antimagic Shell 7 schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Armour Reinforcement 8 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Back Support 6 schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Black Light Emitter 5 schematic: Black Light Emitter0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell schematic: Botanical Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Corrosive Shell 6 schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Edge 2 schematic: Crystal Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Crystal Plating 3 schematic: Crystal Plating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Deflection Field 4 schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell 2 schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fatal Attractor 2 schematic: Fatal Attractor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
10 schematic: Fiery Salve 10 schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating 2 schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Flare Shell 4 schematic: Flare Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: Flash Powder 9 schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Focus Lens 6 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Frost Salve 5 schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal Web 3 schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Galvanic Retributor 5 schematic: Galvanic Retributor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Grounding Strap 5 schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon schematic: Hand Cannon0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Headlamp 4 schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Healing Salve 5 schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell 2 schematic: Hook Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Incendiary Groove 3 schematic: Incendiary Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: Iron Grip 9 schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder 2 schematic: Itching Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Kinetic Stabiliser 3 schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
10 schematic: Magnetic Shell 10 schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Mana Coil 5 schematic: Mana Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Mental Stimulator 7 schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
10 schematic: Moss Tread 10 schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Poison Groove 4 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor Edge 3 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Rocket Boots 8 schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof Coating 2 schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Saw Projector 7 schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Saw Shell 7 schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Second Skin 6 schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Shocking Edge 5 schematic: Shocking Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
11 schematic: Shocking Touch 11 schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Silver Filigree 4 schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Solid Shell 6 schematic: Solid Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
12 schematic: Spike Attachment 12 schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Spring Grapple 6 schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
13 schematic: Steamgun 13 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
12 schematic: Steamsaw 12 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Thunder Grenade 8 schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating 3 schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Shell 2 schematic: Toxic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Unstoppable Force Salve 5 schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Viral Injector 4 schematic: Viral Injector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Viral Needlegun 5 schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Sentry 2 schematic: Voltaic Sentry0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve 2 schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Waterproof Coating 5 schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter schematic: White Light Emitter0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Winterchill Edge 6 schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Earthen Beads Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.2 Power cost 22 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 392 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Harinik Harinik0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Mag +1 Wil +2 Cun +10 Con offense ------ Physical Power +20 (+7 eff.) Ignore resists +20% physical defense ------ Defense +10 (+2 eff.) Resistance +6% temporal +30% light +30% darkness Blind Resist +47% other ------- Masteries +0.39 Steamtech/Blacksmith +0.39 Steamtech/Dread Amulets make your neck look great! |
Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
voratun amulet 'Turyfang' voratun amulet 'Turyfang'0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Str +9 Wil +6 Con offense ------ Ignore resists +10% arcane When Hit 6 physical defense ------ Resistance +24% lightning Physical save +20 (+6 eff.) Life +80.00 Life Regen +11.00 Stun Resist +50% other ------- Psi when Hit +0.28 Hate-on-crit +4.00 Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Blindripper the stralite ring Blindripper the stralite ring0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +13 Str +3 Wil +12 Cun +5 Con offense ------ Mindpower +15 (+3 eff.) Damage +15% light +12% blight Ignore resists +25% light defense ------ Armor +18 Rings make your fingers look great! |
Lelistir Lelistir0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% fire Ignore resists +5% blight +10% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% acid +22% fire +3% temporal Rings make your fingers look great! |
Ring of the War Master Ring of the War Master0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+3 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Sunstreak Sunstreak0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +7 Wil offense ------ Mindpower +10 (+2 eff.) On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +15% lightning +12% fire +5% arcane +18% cold Rings make your fingers look great! |
Vargh Redemption Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 26.25 cold and 30.53 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 38 power out of 60/60 This azure ring seems to be always moist to the touch. |
Zubyressra the Kindlewell Zubyressra the Kindlewell0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: Stats +3 Wil offense ------ Mindpower +20 (+4 eff.) Damage +20% acid Ignore resists +20% mind +15% light defense ------ Resistance +49% acid +15% temporal +5% arcane Spell save +12 (+4 eff.) Rings make your fingers look great! |
gladiator's gold ring of speed gladiator's gold ring of speed0.1 Encumbrance T3 ring jewelry [Ego++] Master While equipped: Stats +7 Str +6 Con offense ------ Physical Power +8 (+3 eff.) Move Speed +13% Accuracy +8 (+1 eff.) defense ------ Defense +8 (+1 eff.) Blinding Speed: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
gladiator's stralite ring gladiator's stralite ring0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: Stats +9 Str +7 Con offense ------ Physical Power +13 (+4 eff.) Rings make your fingers look great! |
gladiator's stralite ring of pilfering gladiator's stralite ring of pilfering0.1 Encumbrance T4 ring jewelry [Ego++] Master While equipped: Stats +7 Str +7 Con offense ------ Physical Power +9 (+3 eff.) Accuracy +12 (+2 eff.) Ignore Armor +14 defense ------ Defense +13 (+2 eff.) Disengage: Puts all charms on 7 turn cooldown Effective talent level: 2.0 Power cost 7 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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 make your fingers look great! |
marksman's copper ring of tenacity marksman's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+1 eff.) defense ------ Life +23.00 Disarm Resist +21% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
marksman's voratun ring of life marksman's voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +7 Dex offense ------ Accuracy +14 (+2 eff.) defense ------ Life +78.00 Life Regen +16.00 Healmod +17% Rings make your fingers look great! |
psionicist's copper ring of sensing psionicist's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+1 eff.) Blind Resist +21% other ------- Infravision +3 See Stealth +6 See Invisibility +5 Rings make your fingers look great! |
treant's stralite ring of life treant's stralite ring of life0.1 Encumbrance T4 ring jewelry [Ego++] Nature While equipped: defense ------ Resistance +13% nature +9% blight Life +51.00 Life Regen +7.00 Healmod +14% Poison Resist +18% Disease Resist +22% Rings make your fingers look great! |
voratun ring 'Deepsmire' voratun ring 'Deepsmire'0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +3 Cun offense ------ Mind Crit +4% Critical power +20.00% When Hit 8 mind On-Hit (Melee): * 20% chance to reduce damage dealt by 35% defense ------ Fatigue -10% Resistance +18% light Mind save +9 (+2 eff.) other ------- Encumbrance +40 Rings make your fingers look great! |
voratun battleaxe of crippling (60-89 power, 4 apr) voratun battleaxe of crippling (60-89 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Master Weapon Damage 59.5 - 89.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +21.0% Massive two-handed battleaxes. |
Sunborn (59-94 power, 4 apr) Sunborn (59-94 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Random Unique] Nature/Master/Psionic Weapon Damage 59.0 - 94.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +30 mind On-Hit, radius 1 +4 mind On Hit: * 75% chance to reduce all saves and defense by 43 On Critical: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +12 Str +19 Dex +17 Mag +28 Wil +29 Cun +19 Con offense ------ Physical Crit +21.0% Physical Power +21 (+7 eff.) When Hit 6 light On-Hit (Melee): * 20% chance to reduce armor by 30% defense ------ Resistance +9% mind other ------- Light +2 Massive two-handed swords. |
runic dragonbone longbow of fire runic dragonbone longbow of fire4.0 Encumbrance T5 longbow 2H weapon [Ego+] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +29 fire On Hit: 10% Arcane Vortex level 5 While equipped: Stats +11 Mag offense ------ Spellpower +23 (+9 eff.) Damage +23% arcane +33% fire Longbows are used to shoot arrows at your foes. |
runic rough leather sling of true flight runic rough leather sling of true flight4.0 Encumbrance T1 sling 1H weapon [Ego++] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On Hit: 10% Arcane Vortex level 1 While equipped: Stats +3 Mag offense ------ Physical Crit +7.0% Spellpower +7 (+4 eff.) Damage +7% arcane Accuracy +7 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
steady drakeskin leather sling of recursion steady drakeskin leather sling of recursion4.0 Encumbrance T5 sling 1H weapon [Ego+] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On Hit: 10% Shoot level 1 While equipped: offense ------ Physical Crit +7.0% Accuracy +12 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element) Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 Encumbrance T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+17 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 124 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
fungal voratun steamgun of tinkering (+7) fungal voratun steamgun of tinkering (+7)4.0 Encumbrance T5 steamgun 1H weapon [Ego] Nature/Master/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +7 Cun +6 Con offense ------ Steampower +15 (+3 eff.) other ------- Masteries +0.20 Wild-gift/Fungus Regenerate 260 life over 5 turns Puts all charms on 13 turn cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's voratun steamgun of recursion strafer's voratun steamgun of recursion4.0 Encumbrance T5 steamgun 1H weapon [Ego+] Arcane/Master/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On Hit: 10% Shoot level 1 Uses 2.0 Steam While equipped: offense ------ Accuracy +15 (+2 eff.) other ------- Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
chilling dwarven-steel waraxe of crippling (23-32 power, 4 apr) chilling dwarven-steel waraxe of crippling (23-32 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 23.0 - 32.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +20 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +11.0% One-handed war axes. |
flaming dwarven-steel waraxe of projection (20-27 power, 4 apr) flaming dwarven-steel waraxe of projection (20-27 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Arcane/Psionic Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +14 fire On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) One-handed war axes. |
Beledheda Beledheda1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +4 Con offense ------ Mindpower +6 (+1 eff.) Damage +18% mind When Hit 10 mind defense ------ Resistance +3% cold +5% arcane +6% mind Mind save +9 (+2 eff.) A belt that goes around your waist. |
Emblem of Evasion Emblem of Evasion1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+4 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 4.0 Power cost 19 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 61 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Nightquencher Nightquencher1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Mind Crit +2% Ignore resists +5% darkness defense ------ Life +32.00 other ------- Psi when Hit +0.04 Max hate +2.00 Max psi +30.00 A belt that goes around your waist. |
insulating rough leather belt of carrying insulating rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: defense ------ Fatigue -4% Resistance +5% fire +5% cold other ------- Encumbrance +20 A belt that goes around your waist. |
Dairuroddachak the cashmere cloak (2 def, 0 armour) Dairuroddachak the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +2 Mag +4 Wil +5 Cun +1 Con offense ------ Mind Crit +4% Damage +9% acid Ignore resists +10% acid defense ------ Defense +2 (+0 eff.) other ------- Infravision +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hetturand the elven-silk cloak (18 def, 6 armour) Hetturand the elven-silk cloak (18 def, 6 armour)2.0 Encumbrance T5 cloak armor [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +18% blight defense ------ Armor +6 Defense +18 (+3 eff.) Resistance +6% arcane +21% light Mind save +15 (+4 eff.) Confus Resist +25% other ------- Mana-on-crit +2.46 Max mana +123.09 Max vim +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
stargazer's woollen robe of power (0 def, 0 armour) stargazer's woollen robe of power (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Arcane While equipped: Stats +3 Cun offense ------ Spell Crit +7% Spellpower +21 (+8 eff.) Damage +15% darkness +13% light +11% all defense ------ Resistance +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven Rags of the Sanctuary (0 def, 0 armour) stormwoven Rags of the Sanctuary (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature While equipped: Stats +5 Str +5 Mag +5 Wil offense ------ Damage +10% lightning +9% physical +9% cold defense ------ Resistance +6% lightning +7% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Pitchnaught (10 def, 3 armour) Pitchnaught (10 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +5 Str +8 Wil +2 Con offense ------ Mindpower +6 (+1 eff.) Ignore resists +32% physical Accuracy +10 (+2 eff.) Ignore Armor +4 On-Hit (Melee): * 20% chance to reduce damage dealt by 35% defense ------ Armor +3 Defense +10 (+2 eff.) Blindside: Puts all charms on 16 turn cooldown Effective talent level: 2.0 Power cost 16 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Shoes of Moving Quickly (10 def, 12 armour) Shoes of Moving Quickly (10 def, 12 armour)2.0 Encumbrance T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex offense ------ Steampower +5 (+1 eff.) defense ------ Armor +12 Defense +10 (+2 eff.) Fatigue +3% Pinning Resist +100% Knockbk Resist -100% You move 3 spaces at once. Accurately? Less so. |
restorative pair of drakeskin leather boots of evasion (17 def, 5 armour) restorative pair of drakeskin leather boots of evasion (17 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego++] Nature/Master While equipped: defense ------ Armor +5 Defense +17 (+3 eff.) Life Regen +3.00 Healmod +17% Evasion: (Instant) Puts all charms on 19 turn cooldown Effective talent level: 2.0 Power cost 19 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 36 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 5 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 108.29 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
dwarven-steel gauntlets of the nighthunter (0 def, 2 armour) dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Ego+] Psionic While equipped: Stats +4 Cun offense ------ Accuracy +11 (+2 eff.) defense ------ Armor +2 Fatigue +3% Resistance +11% darkness other ------- Infravision +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 10 turn cooldown Effective talent level: 1.8 Power cost 10 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Airjustice the linen wizard hat (1 def, 0 armour) Airjustice the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +7 Wil offense ------ Mind Crit +11% Damage +21% acid +12% darkness +12% mind Ignore resists +30% mind +30% lightning defense ------ Defense +1 (+0 eff.) Resistance +18% darkness other ------- EQ when Hit +0.16 Psi when Hit +0.12 A pointy cloth hat, very wizardly... |
Ce'Nowyn the voratun helm (0 def, 11 armour) Ce'Nowyn the voratun helm (0 def, 11 armour)3.0 Encumbrance T5 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +7 Str +6 Mag +6 Con offense ------ Damage +18% mind On-Hit (Melee): * 26% chance to slow global speed by 73% * 26% chance to reduce all saves and defense by 43 defense ------ Armor +11 Fatigue +5% Resistance +27% lightning +21% cold Crit Resistance 19.81% other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lustretitan the hardened leather hat (0 def, 3 armour) Lustretitan the hardened leather hat (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex +8 Mag +5 Wil +4 Cun offense ------ Spell Crit +6% Spellpower/crit +8 Damage +15% light +27% blight When Hit 13 light defense ------ Armor +3 Fatigue +3% Crit Resistance 19.81% Spell save +12 (+4 eff.) other ------- Max mana +100.00 Light +4 Skullcracker: Puts all charms on 13 turn cooldown Effective talent level: 3.0 Power cost 13 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 214.4 Physical damage. If the attack hits, the target is confused (47% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
catburglar's voratun helm of precognition (12 def, 5 armour) catburglar's voratun helm of precognition (12 def, 5 armour)3.0 Encumbrance T5 head armor Reqs - Heavy armour training [Ego++] Nature/Master While equipped: Stats +10 Cun +10 Dex offense ------ Accuracy +12 (+2 eff.) When Hit: * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +12 (+2 eff.) Fatigue +5% Resistance +25% darkness other ------- Infravision +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened iron mail armour of acid resistance (2 def, 10 armour) hardened iron mail armour of acid resistance (2 def, 10 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training [Ego+] Master While equipped: defense ------ Armor +10 Defense +2 (+0 eff.) Fatigue +12% Resistance +25% acid +7% physical +7% cold +7% lightning +6% fire A suit of armour made of mail. |
searing voratun mail armour of temporal resistance (5 def, 10 armour) searing voratun mail armour of temporal resistance (5 def, 10 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training ,Str 48 [Ego+] Arcane While equipped: offense ------ On-Hit 23 acid 23 fire When Hit 16 acid 16 fire defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +30% acid +30% fire +30% temporal A suit of armour made of mail. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)9.0 Encumbrance T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con defense ------ Armor +7 Defense +6 (+1 eff.) Fatigue +7% Resistance +35% nature Crit Resistance 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
drakeskin leather armour of Toknor (20 def, 8 armour) drakeskin leather armour of Toknor (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego+] Master While equipped: offense ------ Physical Crit +5.0% Critical power +20.00% Physical Power +10 (+3 eff.) defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
wrathful stralite shield (0 def, 8 armour, 133 block) wrathful stralite shield (0 def, 8 armour, 133 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * Deals 93 light and fire damage to each enemy blocked defense ------ Armor +8 Fatigue +8% Resistance +11% light +13% fire other ------- Talents +1 Block Handheld deflection devices. |
7 agate 7 agate0.0 Encumbrance 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. |
973 alchemist agate 973 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.0 Encumbrance 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. |
Windborne Azurite Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3 aquamarine 3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal 10 opal0.0 Encumbrance 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. |
8 sapphire 8 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Lisemira the Splendourjam (dig speed 21 turns) Lisemira the Splendourjam (dig speed 21 turns)3.0 Encumbrance T5 digger tool [Rare] Master While equipped: Stats +7 Str +5 Wil +10 Cun offense ------ Mind Crit +3% Damage +15% light +9% temporal defense ------ Fatigue -10% other ------- Max hate +10.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "Home, Horrific Home" Forbidden Tome: "Home, Horrific Home"2.0 Encumbrance T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
7 emerald 7 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade 6 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise 7 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl Eldritch Pearl0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+4 eff.) Spellpower +12 (+5 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 50 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 24.66 cold damage and 28.67 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Loryyarain the Dimbone Loryyarain the Dimbone1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +5 Wil offense ------ Damage +8% mind +0% light Ignore resists +10% darkness +20% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% nature +9% lightning Crit Resistance 15.00% Physical save +9 (+3 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Crystal Heart Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +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. |
Demonic Orb of Many Ways Demonic Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 7 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 Item imbue powers: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
50 alchemist bloodstone 50 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
28 bloodstone 28 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 fire opal 11 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 garnet 9 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 ruby 8 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 126 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 fiery salve [power 53] amazing fiery salve [power 53]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 213% efficiency and 58% cooldown modifier. Remove 3 magical effects and grants a fiery aura (53% fire, light and lightning affinity) Puts Talent Medical Injector on 16 turn cooldown Activation is instant. Medical salve. |
amazing frost salve [power 53] amazing frost salve [power 53]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 213% efficiency and 58% cooldown modifier. Remove 3 physical effects and grants a frost aura (53% cold, darkness and nature affinity) Puts Talent Medical Injector on 16 turn cooldown Activation is instant. Medical salve. |
amazing healing salve [power 757] amazing healing salve [power 757]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 213% efficiency and 58% cooldown modifier. Heal 757 Puts Talent Medical Injector on 10 turn cooldown Medical salve. |
amazing pain suppressor salve [power 662] amazing pain suppressor salve [power 662]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 213% efficiency and 58% cooldown modifier. Let you fight up to -662 life and reduces all damage by 30% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 7 turn cooldown Activation is instant. Medical salve. |
amazing unstoppable force salve [power 210] amazing unstoppable force salve [power 210]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 213% efficiency and 58% cooldown modifier. Increases all saves by 210 and healing factor by half Puts Talent Medical Injector on 12 turn cooldown Activation is instant. Medical salve. |
amazing water salve [power 53] amazing water salve [power 53]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 213% efficiency and 58% cooldown modifier. Remove 3 mental effects and grants a water aura (53% blight, mind and acid affinity). Puts Talent Medical Injector on 16 turn cooldown Activation is instant. Medical salve. |
powerful frost salve [power 40] powerful frost salve [power 40]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 213% efficiency and 58% cooldown modifier. Remove 2 physical effects and grants a frost aura (40% cold, darkness and nature affinity) Puts Talent Medical Injector on 16 turn cooldown Activation is instant. Medical salve. |
powerful healing salve [power 547] powerful healing salve [power 547]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 213% efficiency and 58% cooldown modifier. Heal 547 Puts Talent Medical Injector on 10 turn cooldown Medical salve. |
powerful pain suppressor salve [power 473] powerful pain suppressor salve [power 473]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 213% efficiency and 58% cooldown modifier. Let you fight up to -473 life and reduces all damage by 22% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 7 turn cooldown Activation is instant. Medical salve. |
simple frost salve [power 27] simple frost salve [power 27]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 213% efficiency and 58% cooldown modifier. Remove 1 physical effects and grants a frost aura (27% cold, darkness and nature affinity) Puts Talent Medical Injector on 16 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 336] simple healing salve [power 336]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 213% efficiency and 58% cooldown modifier. Heal 336 Puts Talent Medical Injector on 10 turn cooldown Medical salve. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Earidar the Airhunter (22/22, 64-76 power, 6 apr) Earidar the Airhunter (22/22, 64-76 power, 6 apr)3.0 Encumbrance T5 shot ammo [Rare] Master Weapon Damage 63.5 - 76.2 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +22.0% Capacity 22 Ignore Shields +34% On-ranged-hit +22 blight +22 temporal On-Hit, radius 1 +22 lightning On-crit, radius 2 +22 lightning +16 temporal On Critical: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Phlegmwell (18/18, 68-82 power, 6 apr) Phlegmwell (18/18, 68-82 power, 6 apr)3.0 Encumbrance T5 shot ammo [Rare] Master Weapon Damage 68.0 - 81.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 18 On-ranged-hit +20 lightning +20 nature +20 mind On-Hit, radius 1 +16 cold On-crit, radius 2 +20 nature +12 cold On Hit: * 20% chance to slow global speed by 73% Shots are used with slings to pummel your foes to death. |
Thundercrack (16/16, 35-42 power, 8 apr) Thundercrack (16/16, 35-42 power, 8 apr)3.0 Encumbrance T5 shot ammo [Unique] Arcane/Steamtech Weapon Damage 35.0 - 42.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Capacity 16 On Hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
pouch of stralite shots of corruption (16/20, 42-50 power, 5 apr) pouch of stralite shots of corruption (16/20, 42-50 power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego+] Arcane Weapon Damage 41.5 - 49.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 20 On Hit: 20% Curse of Death level 4 Shots are used with slings to pummel your foes to death. |
great air recycler great air recycler0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft saw shell mastercraft saw shell0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +4 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect black light emitter perfect black light emitter0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to lite When attached: offense ------ Damage +25% darkness other ------- Light -5 Infravision +10 See Invisibility +10 Tinkers can be attached to normal items to improve them with steam power! |
perfect focus lens perfect focus lens0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +9 Sight +3 See Stealth +25 See Invisibility +25 Blind-Fight: No penalty when attacking invisible/stealthed Tinkers can be attached to normal items to improve them with steam power! |
perfect head lamp perfect head lamp0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +25 (+4 eff.) other ------- Light +7 Tinkers can be attached to normal items to improve them with steam power! |
perfect head lamp perfect head lamp0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +25 (+4 eff.) other ------- Light +7 Tinkers can be attached to normal items to improve them with steam power! |
stralite white light emitter stralite white light emitter0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to lite When attached: offense ------ Damage +16% light other ------- Light +4 See Stealth +8 Tinkers can be attached to normal items to improve them with steam power! |
voratun grip voratun grip0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +100% other ------- Talents +5 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge voratun razor edge0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +20 Critical Rate +20.0% Tinkers can be attached to normal items to improve them with steam power! |
elm totem of summon tentacle 'Cleansesaw' [power 100] (16 cooldown) elm totem of summon tentacle 'Cleansesaw' [power 100] (16 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +5% nature defense ------ Spell save +12 (+4 eff.) Unlife -60.00 life Life +60.00 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 231 Base Damage: 104 Armor: 0 All Resist: 0 Puts all charms on 16 turn cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing elven-wood totem of healing [power 422] (10 cooldown) soothing elven-wood totem of healing [power 422] (10 cooldown)2.0 Encumbrance T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 422 Puts all charms on 10 turn cooldown 100% to heal for 94. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 19 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
9 diamond 9 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 moonstone 14 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 pearl 15 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 quartz 8 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber 5 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Psyboi the Cornac Psyshot level 35
57th Pyre 123rd year of Ascendancy at 17:52 see stats
By Psyboi the Cornac Psyshot level 27
22nd Regrowth 123rd year of Ascendancy at 09:47 see stats
By Psyboi the Cornac Psyshot level 35
55th Pyre 123rd year of Ascendancy at 22:44 see stats
By Psyboi the Cornac Psyshot level 15
38th Dusk 122nd year of Ascendancy at 11:36 see stats
By Psyboi the Cornac Psyshot level 39
13rd Dusk 123rd year of Ascendancy at 09:15 see stats
By Psyboi the Cornac Psyshot level 50
7th Mirth 124th year of Ascendancy at 12:09 see stats
By Psyboi the Cornac Psyshot level 43
24th Haze 123rd year of Ascendancy at 02:47 see stats
By Psyboi the Cornac Psyshot level 50
51st Dusk 124th year of Ascendancy at 08:12 see stats
By Psyboi the Cornac Psyshot level 38
68th Pyre 123rd year of Ascendancy at 06:03 see stats
By Psyboi the Cornac Psyshot level 50
61st Pyre 124th year of Ascendancy at 01:06 see stats
By Psyboi the Cornac Psyshot level 50
77th Dusk 124th year of Ascendancy at 01:08 see stats
By Psyboi the Cornac Psyshot level 18
73rd Dusk 122nd year of Ascendancy at 07:32 see stats
By Psyboi the Cornac Psyshot level 50
59th Dusk 124th year of Ascendancy at 12:59 see stats
By Psyboi the Cornac Psyshot level 37
64th Pyre 123rd year of Ascendancy at 02:37 see stats
By Psyboi the Cornac Psyshot level 39
12nd Dusk 123rd year of Ascendancy at 16:56 see stats
By Psyboi the Cornac Psyshot level 50
38th Dusk 124th year of Ascendancy at 20:45 see stats
By Psyboi the Cornac Psyshot level 50
69th Pyre 124th year of Ascendancy at 10:55 see stats
By Psyboi the Cornac Psyshot level 19
34th Haze 122nd year of Ascendancy at 20:41 see stats
By Psyboi the Cornac Psyshot level 26
14th Regrowth 123rd year of Ascendancy at 11:01 see stats
By Psyboi the Cornac Psyshot level 38
10th Dusk 123rd year of Ascendancy at 01:33 see stats
By Psyboi the Cornac Psyshot level 50
37th Pyre 124th year of Ascendancy at 04:14 see stats
By Psyboi the Cornac Psyshot level 50
59th Dusk 124th year of Ascendancy at 14:23 see stats
By Psyboi the Cornac Psyshot level 50
70th Dusk 124th year of Ascendancy at 10:28 see stats
By Psyboi the Cornac Psyshot level 27
22nd Regrowth 123rd year of Ascendancy at 05:57 see stats
By Psyboi the Cornac Psyshot level 50
48th Haze 124th year of Ascendancy at 08:31 see stats
By Psyboi the Cornac Psyshot level 10
5th Dusk 122nd year of Ascendancy at 08:18 see stats
By Psyboi the Cornac Psyshot level 20
35th Haze 122nd year of Ascendancy at 08:33 see stats
By Psyboi the Cornac Psyshot level 30
4th Pyre 123rd year of Ascendancy at 15:37 see stats
By Psyboi the Cornac Psyshot level 40
18th Dusk 123rd year of Ascendancy at 00:51 see stats
By Psyboi the Cornac Psyshot level 50
42nd Regrowth 124th year of Ascendancy at 23:39 see stats
By Psyboi the Cornac Psyshot level 27
22nd Regrowth 123rd year of Ascendancy at 09:47 see stats
By Psyboi the Cornac Psyshot level 50
35th Pyre 124th year of Ascendancy at 01:07 see stats
By Psyboi the Cornac Psyshot level 19
29th Haze 122nd year of Ascendancy at 05:48 see stats
By Psyboi the Cornac Psyshot level 50
59th Regrowth 124th year of Ascendancy at 21:01 see stats
By Psyboi the Cornac Psyshot level 46
5th Decay 123rd year of Ascendancy at 21:02 see stats
By Psyboi the Cornac Psyshot level 25
68th Haze 122nd year of Ascendancy at 14:20 see stats
By Psyboi the Cornac Psyshot level 37
64th Pyre 123rd year of Ascendancy at 05:14 see stats
By Psyboi the Cornac Psyshot level 50
69th Pyre 124th year of Ascendancy at 10:53 see stats
By Psyboi the Cornac Psyshot level 27
22nd Regrowth 123rd year of Ascendancy at 09:47 see stats
By Psyboi the Cornac Psyshot level 8
10th Mirth 122nd year of Ascendancy at 00:54 see stats
By Psyboi the Cornac Psyshot level 27
22nd Regrowth 123rd year of Ascendancy at 09:47 see stats
By Psyboi the Cornac Psyshot level 50
69th Pyre 124th year of Ascendancy at 10:55 see stats
By Psyboi the Cornac Psyshot level 49
42nd Regrowth 124th year of Ascendancy at 21:45 see stats
By Psyboi the Cornac Psyshot level 40
40th Dusk 123rd year of Ascendancy at 14:52 see stats
By Psyboi the Cornac Psyshot level 27
22nd Regrowth 123rd year of Ascendancy at 09:47 see stats
By Psyboi the Cornac Psyshot level 27
36th Regrowth 123rd year of Ascendancy at 07:40 see stats
By Psyboi the Cornac Psyshot level 18
59th Dusk 122nd year of Ascendancy at 04:48 see stats
By Psyboi the Cornac Psyshot level 50
55th Haze 124th year of Ascendancy at 21:23 see stats
By Psyboi the Cornac Psyshot level 34
55th Pyre 123rd year of Ascendancy at 06:27 see stats
By Psyboi the Cornac Psyshot level 50
49th Dusk 124th year of Ascendancy at 23:21 see stats
Log
Psyboi's cleansing fire area effect hits Turtle (wild summon) for 52 fire damage.
Ritch flamespitter (wild summon) spits flames!
Ritch flamespitter (wild summon)'s mind surges with critical power!
Your resonance field crumbles under the damage!
The psychic field around Psyboi crumbles.
Turtle is not silenced anymore.
Turtle uses Shell Shield.
Turtle takes cover under its shell.
Giant spider is not silenced anymore.
Giant spider uses Web.
Psyboi resists the effect 'Pinned to the ground'!
Ritch flamespitter (wild summon) hits Psyboi for (78 resonance), 146 fire (146 total damage).
Poluriawen the orc berserker uses Pride of the Orcs.
Turtle (wild summon) is not silenced anymore.
Turtle (wild summon) uses Battle Call.
Psyboi is called to battle!
Psyboi is called to battle!
War hound (wild summon) activates Total Thuggery.
Poluriawen the orc berserker receives 741 healing from Pride of the Orcs.
Poluriawen the orc berserker uses Dual Strike.
Poluriawen the orc berserker performs a melee critical strike against Psyboi!
Poluriawen the orc berserker's blood frenzy intensifies!
Psyboi resists the terror!
Psyboi is poisoned!
Psyboi resists the stunning strike!
Poluriawen the orc berserker performs a melee critical strike against Psyboi!
Poluriawen the orc berserker roars triumphantly.
Melee retaliation hits Poluriawen the orc berserker for 4 lightning, 9 acid, 7 nature, 14 blight, 7 cold, 4 lightning, 8 acid, 7 nature, 12 blight, 6 cold (77 total damage).
Poluriawen the orc berserker hits Psyboi for 203 physical, 10 nature, 0 arcane, 23 lightning, 18 cold, 428 physical (683 total damage).
Psyboi the level 50 cornac psyshot was punctured to death by Poluriawen the orc berserker on level 87 of Infinite Dungeon.