
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Combat Turn Separators 1.7.6Combat Turn Separators (non-intrusive)This addon provides a compact, non-intrusive display of combat turn information in the game log. It helps you follow fights by showing turn counts and recent turn activity. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons.
Notes
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-combat-turn-separators. Version history
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Arena Quest 1.7.4You cannot enter anywhere except Derth if arena quest isn't completed when player reach level 10. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it OldRPG Music Mod v3 - Part 4 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Brightwood UI 1.7.6Brightwood UI - originally by daftigod. Items Vault 1.7.6Donators/Buyers bonus! Vox Eyal 1.7.6[Not compatible with Verbose Enemies] A total rework of the "Verbose Enemies" mod. Supports blacklist filtering to prevent non-humanoids from taunting if you don't want them to, taunt rate tuning, etc. Includes UI config panel (under Misc Tab) for real-time adjustments. Originally based on Death by a Thousand Taunts by Deeborm and Verbose Enemies by stuntofthelitter. While some people may be ok with Gen-Z nonsense, brainrot, and non-sequiturs, I felt the need to curate and split the list and in the process, ended up adding a ton of new features. [Not compatible with Verbose Enemies] Virtual Image Reload 1.7.0An experimental addon that attempts to fix the display images of objects and actors from server-push events like Santascape and the Hallowed Fields, which sometimes do not install their "virtual" images early enough for the map display and end up displaying as character tiles. Also available as part of the Bugnibus Bugfix Pack. Frequently Asked Questions: OldRPG Music Mod v3 - Part 1 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : 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:
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
OldRPG Music Mod v3 - Part 5 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. OldRPG Music Mod v3 - Part 3 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. OldRPG Music Mod v3 - Part 2 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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 | Insane Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Psyshot |
| Level / Exp | 50 / 2531% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 38 (base 12) |
| Dexterity | 53 (base 32) |
| Constitution | 93 (base 60) |
| Magic | 16 (base 7) |
| Willpower | 138 (base 60) |
| Cunning | 131.6 (base 60) |
Resources
| Life | 1619/1619 |
| Steam | 100/100 |
| Equilibrium | 48 |
| Psi | 183/183 |
| Healing Factor | 1.8535279301985 |
| Regeneration | 85.725666771681 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 138 |
| Accuracy | 80 |
| Crit Chance | 61% |
| APR | 66 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 148 |
| Accuracy | 80 |
| Crit Chance | 61% |
| APR | 83 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5.3333333333333 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Mind
| Mindpower | 111 |
| Crit Chance | 99% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +51% |
| Blight | +51% |
| Physical | +44% |
| Mind | +41% |
| All | +11% |
| Darkness | +17% |
| Light | +14% |
| Lightning | +26% |
| Fire | +54% |
| Nature | +76% |
Offense: Damage Penetration
| Nature | +25% |
| Temporal | +10% |
| Blight | +5% |
| Arcane | +20% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 71 (90.678270784467%) |
| Defense | 71 |
| Ranged Defense | 71 |
| Fatigue | 0 |
| Physical Save | 87 |
| Spell Save | 78 |
| Mental Save | 92 |
Defense: Resistances
| Acid | + 76%( 76%) |
| Blight | + 76%( 76%) |
| Arcane | + 76%( 76%) |
| Cold | + 76%( 76%) |
| All | + 79%( 76%) |
| Physical | + 76%( 76%) |
| Lightning | + 76%( 76%) |
| Light | + 76%( 76%) |
| Temporal | + 76%( 76%) |
| Mind | + 76%( 76%) |
| Darkness | + 76%( 76%) |
| Fire | + 76%( 76%) |
| Nature | + 76%( 76%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 57% |
| Bleed Resistance | 20% |
| Disarm Resistance | 100% |
| Knockback Resistance | 51% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 71% |
Inscriptions (3/3)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.8 steam per turn. Can be activated for an instant burst of 84 steam. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 318 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 2.5 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 149% efficiency and cooldown mod of 54%. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Dread | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Psionic / Nightmare | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Psionic / Gestalt | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Psionic / Dreaming | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Mechanical Arms |
| talent | Molten Iron Blood |
| talent | Gestalt |
| talent | Automated Cloak Tessellation |
| talent | Lucid Dreamer |
| talent | Psiblades |
| talent | Night Terror |
| talent | Antimagic Shield |
| beneficial effect | Steampower increased by 39. Gestalt |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife'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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. 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. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by 3-headed hydra. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | 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 Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you gained talent category Psionic / Dreaming (at mastery 1.00). | done |
You failed to protect the temporal explorer from death by Bethebrema the fox. Escort: temporal explorer (level 7 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'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. | 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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed orc heart. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' 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. | completed |
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 |
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 within6 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | pair of drakeskin leather boots 'Malazilarek' (0 def, 12 armour) 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +16 Lck +8 Dex dps ---------- Res.pen +5% blight Melee Ret 4 blight ----- def ----- Armour +12 Resists +9% acid +3% darkness +3% light Phys.save +17 (+3 eff.) Stealth +15 Die.at -20.00 life HP.reg +10.00 Heal.mod +38% Disarm- +20% Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Infravis +2 A pair of boots made of leather. |
| Light source | Sunfame the dwarven lantern1.0 T5 lite [Random Unique] Nature/Disrupt While equipped: Stats +7 Con dps ---------- Dmg.mod +3% light ----- def ----- Resists +22% blight +6% cold +9% light +3% all Spell.save +13 (+3 eff.) HP.reg +30.00 ---------- misc Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (4 def, 14 armour) 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +12 Cun +6 Con ----- def ----- Armour +14 Defense +4 (+1 eff.) Fatigue +10% Resists +10% all Mind.save +17 (+3 eff.) Blind- +50% A Helmet. But with steam power! |
| On hands | Spellhunt Remnants (7 def, 9 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +12 Cun +12 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +9 Defense +7 (+2 eff.) Spell.save +17 (+4 eff.) Max.HP +100.00 Disarm- +90% ---------- misc Light +1 Talents +4 Iron Grip Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Str, 40% Cun, 40% Dex Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 234.21 arcane damage and stunned). Uses 100 power out of 137/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +5 Str +5 Wil +8 Cun +5 Con dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning +7% all Phys.save +18 (+3 eff.) Mind.save +18 (+3 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
| On fingers | Fogrigor0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +10 Wil dps ---------- Dmg.mod +6% darkness Res.pen +10% mind +10% temporal Melee Ret 10 temporal On Hit (Melee): * 20% chance to reduce damage dealt by 42% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% mind +15% temporal Mind.save +20 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
| On fingers | Emelimina0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Wil +2 Con dps ---------- Dmg.mod +15% physical Res.pen +20% arcane ----- def ----- Resists +5% arcane +15% physical Max.HP +32.00 HP.reg +6.00 Disarm- +35% Pinning- +32% Stun/Frz- +68% Knockbk- +26% ---------- misc Light +3 Rings make your fingers look great! |
| Around neck | Vorita0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Spell.crit +3% Dmg.mod +15% blight ----- def ----- Armour +13 Defense +13 (+3 eff.) Resists +15% darkness Res.Cap +6% all Phys.save +16 (+3 eff.) Spell.save +7 (+2 eff.) Cut- +20% Disarm- +20% ---------- misc Max.vim +40.00 Amulets make your neck look great! |
| In main hand | Mayorin (13-14 power, 66 apr, mind damage) 3.0 T4 mindstar 1H weapon [Rare] Nature Power 13.0 - 14.3 Mind Uses 99% Wil, 59% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +66 Crit +4.5% Atk.spd 100% Phasing +31% On Hit: * flashes light on your target dealing 145 damage While equipped: dps ---------- Phys.crit +2.0% Mind.crit +4% Crit.mult +15.00% Mind.pwr +95 (+15 eff.) Dmg.mod +18% physical ----- def ----- Resists +15% lightning +9% fire Blind- +21% Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Rope Belt of the Thaloren |
| In off hand | Sunroar the living mindstar (16-18 power, 83 apr, nature damage) 3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 16.5 - 18.2 Nature Uses 99% Wil, 59% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +83 Crit +5.0% Atk.spd 100% On Hit.r1 +12 light On Crit.r2 +21 light +12 fire On Hit: * flashes light on your target dealing 139 damage While equipped: dps ---------- Mind.crit +5% Crit.mult +36.07% Mind.pwr +20 (+3 eff.) Dmg.mod +15% mind +18% fire ----- def ----- Resists +9% light Mind.save +8 (+1 eff.) ---------- misc Psi/ret +0.32 Max.psi +50.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Guise of the Hated (14 def, 0 armour) 2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+3 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+4 eff.) Resists +30% lightning +10% darkness +10% mind Mind.save +10 (+2 eff.) Stealth +12 Stun/Frz- +50% ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 23 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +23 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Crit.chn- 28.00% Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
medical injector implant (efficiency 106% / cooldown 90%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 106% efficiency and cooldown mod of 90%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 122% / cooldown 67%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 122% efficiency and cooldown mod of 67%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 178% / cooldown 77%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 178% efficiency and cooldown mod of 77%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 14)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.4 steam per turn. Can be activated for an instant burst of 72 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 24%; reduction 4; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 24% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion (die at -595; dur 9; cd 26)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -595 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 595 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (702.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 779.22 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 Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: White Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+3 eff.) Spell.save +15 (+3 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Glemira the Floeking0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +2 Str +5 Dex +2 Mag +4 Cun +4 Con dps ---------- Mov.spd +10% Res.pen +10% cold ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.40 See.Invis +9 Amulets make your neck look great! |
Noonimmortal the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.pwr +15 (+2 eff.) Dmg.mod +12% light ----- def ----- Resists +16% mind Mind.save +6 (+1 eff.) Confus- +31% ---------- misc Infravis +3 Amulets make your neck look great! |
Voryda the Brightumbra0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Dex dps ---------- Dmg.mod +18% fire Res.pen +25% light Melee Ret 10 light ----- def ----- Resists +9% darkness +6% light Amulets make your neck look great! |
protective gold amulet of vision0.1 T3 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Armour +4 Defense +7 (+2 eff.) Res.Cap +2% all Phys.save +8 (+1 eff.) Blind- +18% ---------- misc Infravis +5 Sight +2 See.Invis +8 Amulets make your neck look great! |
steel amulet 'Emunn'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Str +5 Dex +5 Cun +6 Con dps ---------- Phys.pwr +30 (+10 eff.) Mov.spd +10% Res.pen +15% physical ----- def ----- Fatigue -6% Resists +12% acid HP.reg +3.00 ---------- misc Stam/turn +3.70 Max.stam +20.00 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 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. |
Darkfoe0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Spell.crit +2% Phys.pwr +7 (+3 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +7 (+1 eff.) Phasing +10% ----- def ----- Resists +5% arcane +6% light +12% darkness Crit.chn- 10.00% Mind.save +12 (+2 eff.) Pinning- +20% Rings make your fingers look great! |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+2 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Kheladrakhad the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.pwr +14 (+2 eff.) Dmg.mod +19% lightning Res.pen +10% blight Melee Ret 4 blight ----- def ----- Resists +9% blight +12% acid +15% nature +38% lightning Spell.save +9 (+2 eff.) Poison- +25% Disease- +29% ---------- misc Mana/s.crit +2.02 Max.vim +20.00 Rings make your fingers look great! |
Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+4 eff.) Apr +15 ----- def ----- Talent.cat+ +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. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 25.75 cold and 33.40 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Xanirianne0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Dex +4 Con dps ---------- Crit.mult +10.00% Res.pen +15% physical Acc +10 (+3 eff.) Melee Ret 10 physical ----- def ----- Resists +12% cold HP.reg +3.00 Stun/Frz- +34% Rings make your fingers look great! |
Xiyalenor the Winterstake0.1 T4 ring jewelry [Rare] Master While equipped: Stats +3 Str +3 Mag +5 Con dps ---------- Mind.pwr +20 (+3 eff.) Dmg.mod +15% mind Melee Ret 10 cold ----- def ----- Resists +9% cold Spell.save +18 (+4 eff.) ---------- misc Psi/ret +0.12 Max.stam +34.00 Max.psi +50.00 Light +3 Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
marksman's voratun ring of speed0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +10 Dex dps ---------- Mov.spd +25% Acc +33 (+9 eff.) ----- def ----- Defense +15 (+4 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 3.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+1 eff.) HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
warrior's voratun ring0.1 T5 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Rings make your fingers look great! |
truestriking voratun battleaxe (57-86 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Master Power 57.0 - 85.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +21% physical Acc +35 (+9 eff.) Apr +20 Massive two-handed battleaxes. |
Boltcast (60-95 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Rare] Master Power 59.5 - 95.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +24 mind On Crit.r2 +27 lightning On Hit: * 27% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +14 Wil dps ---------- Dmg.mod +41% blight Acc +19 (+5 eff.) Melee Ret 10 blight ----- def ----- Defense +21 (+5 eff.) Resists +21% acid Disarm- +70% Massive two-handed swords. |
hateful voratun greatsword of erosion (62-99 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego] Nature/Psionic Power 62.0 - 99.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +28 darkness +28 nature Against +28% Living Massive two-handed swords. |
Dawn's Blade (50-70 power, 7 apr)3.0 T5 longsword 1H weapon Reqs Mag 18 [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 50.0 - 70.0 Light Uses 25% Mag, 80% Str Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Dmg.mod +20% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 121.98 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 35 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
blazebringer's voratun longsword of massacre (55-77 power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Nature/Master Power 55.0 - 77.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +58 fire While equipped: dps ---------- All.spd +9% Res.pen +23% fire Sharp, long, and deadly. |
Amethyst of Sanctuary (15-16 power, 26 apr, mind damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+2 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+5 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Eyal's Will (22-24 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+3 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 200.25 slime damage for 17 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Kindlefist (17-19 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +4 fire On Crit.r2 +16 light While equipped: dps ---------- Mind.crit +10% Mind.pwr +16 (+3 eff.) Dmg.mod +9% nature +21% mind On Hit (Melee): * 21% chance to slow global speed by 83% ----- def ----- Resists +8% blight +3% fire +9% nature +9% all Disease- +25% ---------- misc Psi/m.crit +4.00 Light +2 Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic 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. |
Salagawyn (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +20 mind While equipped: dps ---------- Mind.crit +21% Mind.pwr +28 (+5 eff.) Dmg.mod +27% arcane Res.pen +15% mind ---------- misc Hate/m.crit +5.00 Psi/m.crit +5.00 Max.psi +30.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
resonating living mindstar of flames (17-19 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) All.spd +6% Melee+ 12 fire Dmg.mod +2% mind +13% fire Res.pen +4% mind +11% fire ----- def ----- Resists +4% mind +5% fire Dmg.Resnn +16% ---------- misc Psi/ret +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
drakeskin leather sling4.0 T5 sling 1H weapon [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, cold element)7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+8 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +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 200 power out of 150/200 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." |
blighted ash starstaff (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +12 (+3 eff.) Dmg.mod +15% light ---------- misc Vim/s.crit +3.00 Max.vim +22.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
bloodlich's dragonbone magestaff of might (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Mag +9 Cun +7 Con dps ---------- Spell.crit +20% Crit.mult +25.00% Spell.pwr +15 (+3 eff.) Dmg.mod +30% fire ---------- misc N.En/turn +0.20 Vim/s.crit +8.00 Max.vim +50.00 Max.N.En +50.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Normal] Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +30% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff of channeling (30-36 power, 6 apr, cold element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +27 (+5 eff.) Dmg.mod +30% cold ---------- misc Mana/turn +0.60 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
elm magestaff of breaching (10-12 power, 2 apr, arcane element)5.0 T1 staff 2H weapon [Ego+] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% arcane Res.pen +5% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone vilestaff of might (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +19% Spell.pwr +28 (+5 eff.) Dmg.mod +30% blight +30% fire +30% darkness +30% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
void walker's dragonbone magestaff of wizardry (30-36 power, 6 apr, cold element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.crit +5% Spell.pwr +27 (+5 eff.) Dmg.mod +30% cold ----- def ----- Resists +15% darkness +15% temporal Def/telep +25 Res/telep +22% Dur/telep +23% ---------- misc Max.mana +110.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Thoughtcaster4.0 T5 steamgun 1H weapon [Unique] Psionic/Steamtech Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 110% Range +10 Proj.spd +600% On Hit: * deal 156.51 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: dps ---------- Steam.crit +5% Mind.crit +5% Steampwr +15 (+3 eff.) Mind.pwr +15 (+2 eff.) ---------- misc Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
runic voratun steamgun of piercing4.0 T5 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: 10% Arcane Vortex 5 Uses 2.0 Steam While equipped: Stats +6 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +15% arcane Res.pen +15% all Acc +22 (+6 eff.) Apr +12 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steady dwarven-steel steamgun of life draining4.0 T3 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +16 draining blight Uses 2.0 Steam While equipped: dps ---------- Phys.crit +5.0% Acc +11 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamsaw 'Chill's kiss' (40-61 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Random Unique] Disrupt/Master/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +94 Melee+ +8 cold Against +30% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +11 Str +3 Cun dps ---------- Mind.crit +2% Dmg.mod +12% nature +14% physical Res.pen +10% cold Acc +25 (+7 eff.) Melee Ret 12 mind ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +30% cold ---------- misc Psi/ret +0.08 Max.hate +4.00 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Layata (56-78 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Rare] Master Power 56.0 - 78.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +20 blight While equipped: Stats +4 Wil +7 Con dps ---------- Phys.pwr +40 (+14 eff.) Mind.pwr +41 (+7 eff.) Dmg.mod +12% blight Res.pen +34% blight ----- def ----- Crit.chn- 20.00% ---------- misc Max.psi +40.00 Light +4 One-handed war axes. |
flaming voratun waraxe of massacre (52-72 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego] Arcane/Master Power 51.5 - 72.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +20 fire One-handed war axes. |
Lightning Catcher1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Salolle1.0 T5 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +27% arcane Melee Ret 12 arcane ----- def ----- Fatigue -10% Resists +12% acid +9% fire +15% light +18% blight Die.at -100.00 life Max.HP +80.00 Disarm- +27% ---------- misc Max.enc +43 A belt that goes around your waist. |
Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Has a 50% chance each turn to slash an adjacent enemy for 342 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Duskpain the elven-silk cloak (3 def, 13 armour)2.0 T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +1 Mag +10 Wil +6 Cun +2 Con dps ---------- Mind.crit +8% Res.pen +25% darkness On Hit (Melee): * 27% chance to reduce damage dealt by 42% ----- def ----- Armour +13 Defense +3 (+1 eff.) Resists +19% blight +30% cold +20% nature Crit.chn- 5.00% HP.reg +11.00 Heal.mod +19% ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing elven-silk robe of lightning (+30%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: Stats +8 Mag +8 Wil dps ---------- Dmg.mod +20% lightning ----- def ----- Resists +30% lightning +15% all ---------- misc Mana/turn +0.40 Psi/turn +0.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Hellimmortal' (0 def, 0 armour)2.0 T4 cloth armor [Rare] Nature While equipped: Stats +7 Wil dps ---------- Mind.crit +5% Dmg.mod +27% mind +44% fire ----- def ----- Resists +39% fire +13% all Mind.save +12 (+2 eff.) ---------- misc Max.psi +52.68 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's elven-silk robe of time (+26%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +10 Cun dps ---------- Crit.mult +20.00% Dmg.mod +26% temporal ----- def ----- Resists +15% all +26% temporal ---------- misc Hate/m.crit +5.00 Psi/m.crit +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of nature (+43%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +10 Con dps ---------- Dmg.mod +57% nature ----- def ----- Resists +43% nature +15% all Poison- +37% Disease- +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Shoes of Slowly Moving Quickly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown/Steamtech While equipped: Stats +8 Dex +8 Mag +8 Wil +8 Cun dps ---------- Steampwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +6% Pinning- +600% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. Tornado: Level 4.5 Pwr.cost 15 out of 20/20. Range 10 Travel.spd 100% of base Is a mind power a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 45.53 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 242.78 lightning and 277.46 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
dreamer's pair of drakeskin leather boots of speed (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mov.spd +25% ----- def ----- Armour +5 Phys.save +15 (+3 eff.) Spell.save +15 (+3 eff.) Mind.save +15 (+3 eff.) A pair of boots made of leather. |
miner's pair of voratun boots of speed (0 def, 12 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +12 Fatigue +4% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stealthy pair of drakeskin leather boots of void walking (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane/Master While equipped: Stats +15 Lck +8 Dex dps ---------- Res.pen +20% darkness +17% temporal ----- def ----- Armour +5 Resists +30% darkness +30% temporal Stealth +15 Def/telep +23 Res/telep +18% Dur/telep +30% A pair of boots made of leather. |
Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+0 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+2 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 5.5 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Mayarivena the Dazzletickler (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +5 Str +2 Mag +4 Wil +1 Cun +5 Con dps ---------- Melee+ 11 lightning 9 cold Dmg.mod +8% lightning +9% cold +6% arcane Res.pen +20% light ----- def ----- Armour +3 Resists +10% lightning +9% cold +5% arcane Disarm- +41% ---------- misc Light +3 See.Invis +6 Masteries +0.20 Technique/Grappling Unarmed combat: Power 27.5 - 30.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +11 lightning +13 ice On Hit: 10% Disarm 5 On Hit: 10% Lightning Breath 5 On Hit: 10% Ice Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of the starseeker (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +4 Cun +4 Mag ----- def ----- Armour +2 Fatigue +3% Resists +7% light +7% darkness ---------- misc Infravis +2 Unarmed combat: Power 22.5 - 31.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +34 light +33 darkness Starfall: Puts all charms on 20 cooldown Level 2.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 43.86 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of dexterity (+5) (0 def, 9 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Dex dps ---------- Acc +22 (+6 eff.) ----- def ----- Armour +9 Fatigue +5% Mind.save +13 (+2 eff.) Max.HP +73.00 Unarmed combat: Power 41.5 - 58.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +23 Apr +15 Crit +21.0% Atk.spd 83% On Hit: 10% Battle Shout 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Aneregokan the rough leather hat (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +7% temporal Die.at -40.00 life Max.HP +60.00 Stun/Frz- +10% A hat made of leather. Very stylish. |
Manodig the Gleamglory (0 def, 5 armour)2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +4% Crit.mult +15.00% Mind.pwr +20 (+3 eff.) Dmg.mod +15% acid +15% arcane +9% light +18% mind Res.pen +30% light Melee Ret 6 arcane ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +15% fire +15% lightning +15% cold ---------- misc Psi/ret +0.56 A hat made of leather. Very stylish. |
Nimbus of Enlightenment (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Mind.pwr +20 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Mind.save -25 (-5 eff.) Confus- -30% ---------- misc Hate/m.crit +5.00 Psi/m.crit +5.00 Max.psi +50.00 Infravis +5 They are out to get you. This is not real this is not real this is not real. By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
Ololdil (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +7 Str +11 Dex +7 Cun +4 Con ----- def ----- Armour +5 Fatigue +5% Resists +12% acid +3% light +6% lightning +15% cold +5% arcane +12% fire Die.at -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Turontir (2 def, 0 armour)2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.crit +3% Crit.mult +5.00% Mind.pwr +8 (+1 eff.) Res.pen +20% arcane +10% blight ----- def ----- Defense +2 (+1 eff.) Resists +8% lightning +7% temporal Spell.save +9 (+2 eff.) ---------- misc Psi/turn +0.15 A pointy cloth hat, very wizardly... |
aegis elven-silk wizard hat of knowledge (3 def, 0 armour)2.0 T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +7 Cun +6 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) Shield.pwr +15% HP.reg +5.90 A pointy cloth hat, very wizardly... |
shielding elven-silk wizard hat of arcana (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: Stats +17 Mag +7 Wil dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) Spell.save +14 (+3 eff.) A pointy cloth hat, very wizardly... |
voratun helm of trickery (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Apr +8 ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
enlightening iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Mind.save +13 (+2 eff.) A suit of armour made of mail. |
searing hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 17 acid 13 fire Melee Ret 12 acid 13 fire ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +22% acid +22% fire A suit of armour made of leather. |
fortifying voratun plate armour (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Master While equipped: Stats +7 Str +7 Con ----- def ----- Armour +16 Fatigue +22% Max.HP +93.00 A suit of armour made of metal plates. |
impenetrable voratun plate armour of command (12 def, 45 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Master/Psionic While equipped: Stats +6 Cun ----- def ----- Armour +45 Defense +12 (+3 eff.) Fatigue +22% Mind.save +25 (+5 eff.) A suit of armour made of metal plates. |
voratun plate armour of Eyal (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Nature While equipped: ----- def ----- Armour +16 Fatigue +22% Max.HP +48.00 HP.reg +10.00 Heal.mod +20% A suit of armour made of metal plates. |
acidic stralite shield of crushing (0 def, 8 armour, 142 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +13 (+5 eff.) Melee+ 9 acid Melee Ret 17 acid ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
flaming voratun shield of fire resistance (+30%) (0 def, 10 armour, 200.5 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 9 fire Melee Ret 20 fire ----- def ----- Armour +10 Fatigue +8% Resists +30% fire ---------- misc Talents +1 Block Handheld deflection devices. |
10 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1679 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 5.5 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 23.68 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
8 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Qog's Essentials2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 30 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 494.91 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
nightwalker's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +12.00% Phys.pwr +7 (+3 eff.) ----- def ----- Resists +3% all Spell.save +7 (+2 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)1.0 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)1.0 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)1.0 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)1.0 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 Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire 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. |
66 alchemist bloodstone0.0 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. |
6 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 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 (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
great fiery salve [power 16] great fiery salve [power 16]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 135% cooldown modifier. Remove 2 magical effects and grants a fiery aura (16% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 13] powerful frost salve [power 13]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 135% cooldown modifier. Remove 2 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful water salve [power 13] powerful water salve [power 13]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 135% cooldown modifier. Remove 2 mental effects and grants a water aura (13% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 113] simple healing salve [power 113]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 135% cooldown modifier. Heal 113 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
arcing pouch of voratun shots of corruption (17/23, 52-62 power, 6 apr)3.0 T5 shot ammo [Ego+] Arcane Power 51.5 - 61.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 23 On Hit: 20% Curse of Impotence 5 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Shots are used with slings to pummel your foes to death. |
crude flash powder0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel armour reinforcement0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel crystal edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: dps ---------- Crit.mult +9.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel crystal edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: dps ---------- Crit.mult +9.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel deflection field0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +6 (+2 eff.) Proj.slow +15% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grounding strap0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
great air recycler0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
iron rocket boots0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
perfect lightning coil0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
perfect viral injector0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
steel grounding strap0.0 T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +12% lightning Stun/Frz- +20% Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulator0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun ----- def ----- Mind.save +6 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! |
steel spike attachment0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 20 physical ----- def ----- Armour +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +35% Undead +35% Demon +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
well-made ablative armour0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +6 Crit.chn- 21.00% Tinkers can be attached to normal items to improve them with steam power! |
well-made alchemist's helper0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: dps ---------- Dmg.mod +15% acid +15% fire +15% nature +15% blight Tinkers can be attached to normal items to improve them with steam power! |
Magund the Magmaraven [power 85] (25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +10 Dex +9 Con dps ---------- Res.pen +15% fire ----- def ----- Die.at -60.00 life Setup a psionic shield, reducing all damage taken by 85 for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 33% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
7 diamond0.0 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. |
8 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By XyphiePsyMelee the Dwarf Psyshot level 40
29th Voratun 123rd year of Ascendancy at 14:07 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By XyphiePsyMelee the Dwarf Psyshot level 50
20th Loss 123rd year of Ascendancy at 05:00 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By XyphiePsyMelee the Dwarf Psyshot level 40
28th Voratun 123rd year of Ascendancy at 00:35 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By XyphiePsyMelee the Dwarf Psyshot level 31
5th Shortage 122nd year of Ascendancy at 20:44 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By XyphiePsyMelee the Dwarf Psyshot level 44
18th Profit 123rd year of Ascendancy at 23:35 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By XyphiePsyMelee the Dwarf Psyshot level 50
30th Dearth 123rd year of Ascendancy at 09:07 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By XyphiePsyMelee the Dwarf Psyshot level 43
14th Profit 123rd year of Ascendancy at 15:06 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By XyphiePsyMelee the Dwarf Psyshot level 30
11st Loss 122nd year of Ascendancy at 04:55 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By XyphiePsyMelee the Dwarf Psyshot level 28
3rd Loss 122nd year of Ascendancy at 07:25 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By XyphiePsyMelee the Dwarf Psyshot level 42
11st Profit 123rd year of Ascendancy at 22:36 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By XyphiePsyMelee the Dwarf Psyshot level 37
22nd Voratun 123rd year of Ascendancy at 01:31 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By XyphiePsyMelee the Dwarf Psyshot level 50
21st Shortage 123rd year of Ascendancy at 14:59 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By XyphiePsyMelee the Dwarf Psyshot level 24
23rd Dearth 122nd year of Ascendancy at 06:57 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By XyphiePsyMelee the Dwarf Psyshot level 32
17th Shortage 122nd year of Ascendancy at 15:39 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By XyphiePsyMelee the Dwarf Psyshot level 39
26th Voratun 123rd year of Ascendancy at 21:12 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By XyphiePsyMelee the Dwarf Psyshot level 50
16th Shortage 123rd year of Ascendancy at 11:51 see stats
Got eggs? (Insane (Adventure) difficulty)
Finish the Pikataclysm event.By XyphiePsyMelee the Dwarf Psyshot level 47
14th Wealth 123rd year of Ascendancy at 16:18 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By XyphiePsyMelee the Dwarf Psyshot level 34
40th Steel 123rd year of Ascendancy at 17:13 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By XyphiePsyMelee the Dwarf Psyshot level 45
19th Profit 123rd year of Ascendancy at 01:27 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By XyphiePsyMelee the Dwarf Psyshot level 10
30th Voratun 122nd year of Ascendancy at 14:05 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By XyphiePsyMelee the Dwarf Psyshot level 20
2nd Wealth 122nd year of Ascendancy at 23:05 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By XyphiePsyMelee the Dwarf Psyshot level 30
9th Loss 122nd year of Ascendancy at 16:21 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By XyphiePsyMelee the Dwarf Psyshot level 40
27th Voratun 123rd year of Ascendancy at 13:48 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By XyphiePsyMelee the Dwarf Psyshot level 50
30th Dearth 123rd year of Ascendancy at 08:05 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By XyphiePsyMelee the Dwarf Psyshot level 50
15th Shortage 123rd year of Ascendancy at 03:58 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By XyphiePsyMelee the Dwarf Psyshot level 32
20th Iron 123rd year of Ascendancy at 01:14 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By XyphiePsyMelee the Dwarf Psyshot level 50
9th Loss 123rd year of Ascendancy at 04:02 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By XyphiePsyMelee the Dwarf Psyshot level 36
21st Voratun 123rd year of Ascendancy at 15:01 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By XyphiePsyMelee the Dwarf Psyshot level 17
32nd Profit 122nd year of Ascendancy at 09:05 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By XyphiePsyMelee the Dwarf Psyshot level 42
12nd Profit 123rd year of Ascendancy at 04:20 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By XyphiePsyMelee the Dwarf Psyshot level 6
18th Voratun 122nd year of Ascendancy at 16:26 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By XyphiePsyMelee the Dwarf Psyshot level 50
21st Shortage 123rd year of Ascendancy at 14:57 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By XyphiePsyMelee the Dwarf Psyshot level 10
31st Voratun 122nd year of Ascendancy at 09:19 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By XyphiePsyMelee the Dwarf Psyshot level 50
15th Shortage 123rd year of Ascendancy at 04:30 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By XyphiePsyMelee the Dwarf Psyshot level 50
21st Shortage 123rd year of Ascendancy at 14:59 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By XyphiePsyMelee the Dwarf Psyshot level 15
23rd Profit 122nd year of Ascendancy at 05:45 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By XyphiePsyMelee the Dwarf Psyshot level 46
37th Profit 123rd year of Ascendancy at 01:54 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By XyphiePsyMelee the Dwarf Psyshot level 26
27th Dearth 122nd year of Ascendancy at 21:02 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By XyphiePsyMelee the Dwarf Psyshot level 19
45th Profit 122nd year of Ascendancy at 16:26 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By XyphiePsyMelee the Dwarf Psyshot level 39
27th Voratun 123rd year of Ascendancy at 13:48 see stats
Log
High Sun Paladin Aeryn receives 574 healing.
High Sun Paladin Aeryn activates Second Life.
High Sun Paladin Aeryn uses Infusion: Heroism.
High Sun Paladin Aeryn casts Bathe in Light.
High Sun Paladin Aeryn's spell attains critical power!
High Sun Paladin Aeryn is filled with the Sun's fury!
High Sun Paladin Aeryn receives 135 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn uses Infusion: Regeneration.
High Sun Paladin Aeryn starts regenerating health quickly.
High Sun Paladin Aeryn receives 135 healing from High Sun Paladin Aeryn's healing light area effect.
Rested for 32 turns (stop reason: all resources and life at maximum).
---------- Combat ended after 95 turn(s) ----------
High Sun Paladin Aeryn receives 135 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn's solar fury subsides.
High Sun Paladin Aeryn receives 135 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 917 healing.
High Sun Paladin Aeryn receives 135 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 135 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 135 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn casts Barrier.
High Sun Paladin Aeryn stops regenerating health quickly.
High Sun Paladin Aeryn receives 135 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 135 healing from High Sun Paladin Aeryn's healing light area effect.
The shield around High Sun Paladin Aeryn crumbles.
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 574 healing.
Saving game...
Saving done.
A psionic shield forms around XyphiePsyMelee.


















































































































































































































