














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.7 |
| Addons | Weekly Adventurer 1.5.5Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay == Harbinger == ( https://te4.org/games/addons/tome/harbinger )
Wild Gift / Blaze
Wild Gift / Blizzard
Wild Gift / Cyclone
Wild Gift / Endurance
Wild Gift / Rain
Wild Gift / Supercell
Wild Gift / Thunder
== Zephyr == ( https://te4.org/games/addons/tome/zephyr-class )
Spell / Air Archery
Spell / Storm Archery
Spell / Swiftness
Spell / Wild Magic
nsrr == White Monk == ( https://te4.org/games/addons/tome/whitemonk )
Technique / Agile Combatant
Technique / Black Belt
Technique / Fending
Technique / Martial Arts
Technique / Mending
Technique / Transcending
Changelog1.0.2: 1.0.0: Ashes of Urh'Rok 1.5.0Official 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:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.5.5This 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 Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Sawbutcher |
| Level / Exp | 50 / 1603% |
| Size | big |
| Lifes / Deaths | Killed by Siluyavena the elven tempest at level 12 on the 34th Profit 122nd year of Ascendancy at 02:07 4 / 3Killed by Cyrokira the bee swarm at level 19 on the 23rd Dearth 122nd year of Ascendancy at 18:19 Killed by Saw Wheels Forever at level 50 on the 13rd Steel 124th year of Ascendancy at 16:34 |
Primary Stats
| Strength | 180 (base 60) |
| Dexterity | 36 (base 11) |
| Constitution | 97 (base 35) |
| Magic | 83 (base 60) |
| Willpower | 48 (base 11) |
| Cunning | 89 (base 62) |
Resources
| Life | 1956/1956 |
| Mana | 204/654 |
| Equilibrium | 0 |
| Steam | 100/100 |
| Healing Factor | 1.8287640449439 |
| Regeneration | 39.044112359552 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 11 |
| See Stealth | 13 |
| See Invisible | 15 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major, animal/canine |
Offense: Mainhand
| Damage | 252 |
| Accuracy | 61 |
| Crit Chance | 95% |
| APR | 75 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 57% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 56% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +31% |
| Light | +14% |
| Temporal | +15% |
| Blight | +25% |
| Arcane | +13% |
| Physical | +38% |
| All | +7% |
Offense: Damage Penetration
| Temporal | +10% |
| Arcane | +15% |
| Fire | +30% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 106.72307323196 (100%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 50 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 48%( 70%) |
| Blight | + 41%( 70%) |
| Physical | + 55%( 70%) |
| Cold | + 45%( 70%) |
| All | + 22%( 70%) |
| Darkness | + 69%( 70%) |
| Light | + 42%( 70%) |
| Temporal | + 31%( 70%) |
| Lightning | + 45%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 45%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 70% |
| Blind Resistance | 35% |
| Disarm Resistance | 100% |
| Bleed Resistance | 70% |
| Pinning Resistance | 90% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.7 steam per turn. Can be activated for an instant burst of 89 steam. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 285% efficiency and cooldown mod of 62%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 210% efficiency and cooldown mod of 55%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 32 for 10 turns. While Heroism is active, you will only die when reaching -1334 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 893 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.20 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
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. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You failed to protect the injured seer from death by Xukira the skeleton magus. Escort: injured seer (level 7 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Velatha the ghoul. Escort: temporal explorer (level 1 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
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 Shardskin. * 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. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (8 def, 20 armour) 3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Phys.save +0 (+0 eff.) Pinning- +0% Knockbk- +100% Teleport- +0% ---------- misc Talents +5 Rocket Boots These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | Deledor1.0 T5 lite [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Dex +2 Mag +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +14.00% Phys.pwr +8 (+1 eff.) Melee Ret 19 fire ----- def ----- Resists +7% fire Crit.dmg- 15.00% Blind- +35% Confus- +14% ---------- misc Light +8 Infravis +3 See.Stealth +13 See.Invis +15 Track: Puts all charms on 40 cooldown Level 2.4 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Mirewreck the drakeskin leather hat (0 def, 5 armour) 2.0 T5 head armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% arcane +6% darkness Acc +25 (+6 eff.) Melee Ret 12 nature ----- def ----- Armour +5 Fatigue +5% Resists +17% light +20% darkness +13% fire +23% nature +9% cold Spell.save +8 (+2 eff.) Max.HP +110.00 Heal.mod +22% ---------- misc Light +7 A hat made of leather. Very stylish. |
| Tool | Isakira the dwarven-steel pickaxe (dig speed 22 turns)3.0 T3 digger tool [Rare] Arcane While equipped: Stats +10 Str +6 Wil dps ---------- Phys.crit +8.0% Spell.crit +5% Mind.crit +9% Crit.mult +10.00% S.pwr/crit +8 Dmg.mod +6% blight Res.pen +15% arcane ---------- misc Vim/s.crit +3.00 Max.vim +50.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Dourspawn0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 8 darkness On Hit (Melee): * 20 arcane resource burn * 30% chance to inflict 15% damage reduction ----- def ----- Resists +6% blight +15% fire +6% nature +9% light HP.reg +1.50 Stun/Frz- +28% Rings can have magical properties. |
| On fingers | Lorasus the Flamepunish0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 5 bleed Ranged+ 7 bleed Dmg.mod +10% darkness Res.pen +5% fire On Hit (Melee): * 10% chance to disease * 11% chance to cause random gloom On Hit (Ranged): * 11% chance to cause random gloom ----- def ----- Defense +4 (+1 eff.) Resists +20% darkness +9% fire ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
| Around waist | Aduvena the drakeskin leather belt 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +5 Cun +9 Lck dps ---------- Spell.pwr +10 (+4 eff.) Melee Ret 12 blight ----- def ----- Resists +3% acid +6% fire Mind.save +9 (+3 eff.) Anom.red +18 Stealth +6 Die.at -80.00 life Max.HP +86.00 ---------- misc T.Disarm +29 Max.mana +70.00 Max.stam +55.00 Max.hate +20.00 Max.psi +34.00 Max.vim +30.00 Max.P.En +29.00 Max.N.En +35.00 Infravis +5 A belt that goes around your waist. |
| In main hand | Razorlock (25-37.5 power, 44 apr) 3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 25.0 - 37.5 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +44 Crit +25.0% Atk.spd 100% Block +150 Recurse +2 Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +11 (+4 eff.) Fatigue +13% ---------- misc Talents +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
| On hands | Murion the voratun gauntlets (0 def, 19 armour) 1.5 T5 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +14 Con dps ---------- Phys.crit +18.0% Spell.crit +16% Mind.crit +17% Crit.mult +13.00% Res.pen +10% temporal Acc +2 (+0 eff.) ----- def ----- Armour +19 Hardiness +13% Resists +12% temporal +9% physical HP.reg +3.60 Disarm- +100% ---------- misc Stam/turn +1.60 Max.stam +23.00 Talents +5 Iron Grip Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | The Black Plate (25 def, 35 armour) 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +35 Defense +25 (+8 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+4 eff.) Spell.save +25 (+8 eff.) HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression +0.20 Corruption/Wrath ShadowPwr +10 Grants physical power equal to your Shadow Power. Link of Pain: (Instant) Level 3.6 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Is a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
| Cloak | Aerassra (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +13 Str +4 Dex +4 Mag +2 Wil +3 Cun +10 Con ----- def ----- Defense +3 (+1 eff.) Fatigue -4% Resists +30% lightning Phys.save +15 (+4 eff.) Max.HP +101.00 Stun/Frz- +50% ---------- misc Telepathy Demon/Minor Demon/Major A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | maybe ok0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +9 Dex +6 Mag +10 Wil +10 Con dps ---------- Spell.crit +6% Phys.pwr +10 (+2 eff.) Spell.pwr +5 (+2 eff.) Phys.spd +10% Dmg.mod +8% temporal +7% light +12% blight +16% physical +8% darkness Res.pen +25% fire On Hit (Melee): * 23% chance to disease ----- def ----- Resists +3% blight +3% fire Amulets can have magical properties. |
Inventory
medical injector implant of the sneak (efficiency 180% / cooldown 56%)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 180% efficiency and cooldown mod of 56%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 286% / cooldown 70%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 286% efficiency and cooldown mod of 70%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 249% / cooldown 72%)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 249% efficiency and cooldown mod of 72%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 12)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.9 steam per turn. Can be activated for an instant burst of 60 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.2 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 17)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 16.7 steam per turn. Can be activated for an instant burst of 84 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the titan (974% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 974% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (1003% speed; 9 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1003% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (975% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 975% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 778 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 778 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 13; power 38; dur 3)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 38%, your defense is increased by 38 and all your resistances by 38%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [can be learnt] 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! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Abyssstoker the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Melee Ret 8 physical ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +3% physical +9% fire Phys.save +30 (+8 eff.) HP.reg +1.00 ---------- misc Stam/turn +0.80 Masteries +0.21 Steamtech/Blacksmith Amulets can have magical properties. |
Beladunadir the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +4 Wil dps ---------- Crit.mult +5.00% On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Resists +10% fire +11% cold Amulets can have magical properties. |
Dredur the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +10 Mag +9 Wil dps ---------- Spell.crit +4% Dmg.mod +9% acid On Hit (Melee): * 30% chance to corrode armour by 30% Amulets can have magical properties. |
Fiery Choker0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% fire -5% cold ----- def ----- Resists +20% fire -20% cold Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+5 eff.) Mind.save +18 (+6 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 435.00 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Glorivena0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str +4 Dex ----- def ----- Armour +7 Defense +11 (+4 eff.) Resists +15% physical Res.Cap +7% all Phys.save +42 (+11 eff.) Spell.save +22 (+7 eff.) Mind.save +18 (+6 eff.) ---------- misc Stam/turn +0.80 Max.mana +80.00 Infravis +3 See.Invis +6 Amulets can have magical properties. |
Growwill0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +10 Str +3 Dex +4 Mag +3 Con ----- def ----- Resists +12% nature +26% temporal Pinning- +40% Knockbk- +44% ---------- misc Light +3 Amulets can have magical properties. |
Gyvena the gold amulet0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +2 Str +4 Mag +5 Wil dps ---------- Spell.crit +5% Crit.mult +10.00% Spell.pwr +15 (+5 eff.) Dmg.mod +7% acid +7% fire +7% cold +7% lightning Melee Ret 16 arcane ----- def ----- Spell.save +12 (+4 eff.) ---------- misc Mana/turn +0.16 Amulets can have magical properties. |
Isyyath the Rotclamor0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature +12% fire Melee Ret 8 arcane On Hit (Melee): * Slows global speed by 31% ----- def ----- Resists +26% light +9% nature +6% fire +5% arcane +26% darkness Blind- +44% Amulets can have magical properties. |
Layowyn the Cloudsin0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +6 Con dps ---------- Crit.mult +3.00% Phys.pwr +14 (+2 eff.) ----- def ----- Armour +6 Resists +9% lightning +2% physical Phys.save +8 (+2 eff.) Die.at -80.00 life Max.HP +49.00 HP.reg +1.60 Amulets can have magical properties. |
Radhiderion the Dourvengeance =Con +5=0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +12% darkness Res.pen +15% acid Melee Ret 8 darkness 20 acid ----- def ----- Resists +12% darkness Amulets can have magical properties. |
Radiancebliss the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +25% light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +15% lightning +3% temporal +20% light +5% arcane +18% darkness Spell.save +20 (+6 eff.) Blind- +27% Amulets can have magical properties. |
Shimmerraptor0.1 T4 amulet jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +12.00% Melee+ 13 light 13 darkness Dmg.mod +13% light +13% darkness Res.pen +10% physical +20% temporal Apr +3 On Melee Ret: * 13% chance to inflict 15% damage reduction * 13% chance to blind ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +15% lightning Amulets can have magical properties. |
Shinerip0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Lck dps ---------- Phys.pwr +5 (+1 eff.) Phys.spd +10% Dmg.mod +6% light +7% physical Res.pen +5% temporal Acc +8 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Fatigue -5% Unseen.red 12% HP.reg +2.00 Def/telep +15 Res/telep +15% Dur/telep +15% Amulets can have magical properties. |
Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Yaroderin the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +12 Lck dps ---------- S.pwr/crit +4 Acc +9 (+2 eff.) ----- def ----- Armour +4 Defense +5 (+2 eff.) Resists +19% lightning +23% cold +19% fire Crit.dmg- 5.00% Unseen.red 15% Poison- +5% Pinning- +20% Stun/Frz- +20% Knockbk- +10% ---------- misc Mana/s.crit +1.00 Amulets can have magical properties. |
Zanydar the Umbradash0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +15% darkness Res.pen +25% blight Melee Ret 20 darkness On Hit (Melee): * 20% chance to disease ----- def ----- Resists +6% blight Amulets can have magical properties. |
copper amulet 'Blazeraider'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Melee Ret 4 lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +24% lightning +6% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets can have magical properties. |
starlit gold amulet of constitution (+4) =Con +4=0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +22% light +18% darkness Blind- +22% Amulets can have magical properties. |
starseer's voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +19.00% Spell.pwr +18 (+6 eff.) Dmg.mod +7% temporal +7% light +8% blight +15% fire +7% physical +5% darkness Amulets can have magical properties. |
steel amulet of teleportation0.1 T2 amulet jewelry [Ego] Arcane While equipped: ----- def ----- Teleport- +50% Teleport you randomly (rad 35) Puts all charms on 15 cooldown Amulets can have magical properties. |
stralite amulet 'Aridodig'0.1 T4 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Dex +1 Wil ----- def ----- Resists +6% acid +8% physical +18% light +3% mind +25% darkness Blind- +33% Poison- +10% Knockbk- +20% ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
stralite amulet 'Burnrigor'0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% physical Acc +10 (+2 eff.) Apr +4 Melee Ret 12 physical ----- def ----- Armour +6 Resists +6% fire Phys.save +30 (+8 eff.) Heal.mod +66% Cut- +80% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 287 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
wanderer's voratun amulet of the eclipse0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +9 Dex +9 Cun +9 Con dps ---------- Mov.spd +10% Melee+ 12 light 15 darkness Dmg.mod +15% light +14% darkness On Melee Ret: * 15% chance to inflict 15% damage reduction * 15% chance to blind ----- def ----- Fatigue -9% HP.reg +1.50 ---------- misc Stam/turn +1.30 Amulets can have magical properties. |
Amymafast the Dazzleidol0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +6% light +6% lightning Blind- +26% ---------- misc Light +3 Infravis +4 See.Stealth +9 See.Invis +11 Rings can have magical properties. |
Arthahir the stralite ring0.1 T4 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Str +1 Dex +3 Con dps ---------- Phys.crit +3.0% ----- def ----- Resists +10% nature +10% blight Phys.save +20 (+5 eff.) Mind.save +5 (+2 eff.) Max.HP +73.00 HP.reg +1.30 Heal.mod +21% Poison- +18% Disease- +22% Confus- +20% Rings can have magical properties. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Dairoharalar the gold ring =Con +9=0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +9 Con dps ---------- Phys.pwr +8 (+1 eff.) Dmg.mod +12% physical +12% cold ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Resists +24% cold Phys.save +20 (+5 eff.) Spell.save +13 (+4 eff.) Heal.mod +15% ---------- misc Max.stam +21.00 Rings can have magical properties. |
Elenuhek0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +2 Dex +4 Mag +4 Wil dps ---------- On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- HP.reg +1.90 Stun/Frz- +26% ---------- misc Light +2 Rings can have magical properties. |
Garbage0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +5 Dex +7 Wil +8 Cun dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +18% acid +20% fire Res.pen +20% temporal On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +36% acid +40% fire Crit.dmg- 15.00% Max.HP +49.00 Disarm- +50% Pinning- +50% Knockbk- +35% Rings can have magical properties. |
Garbage 40.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +10 Cun +6 Con dps ---------- Phys.crit +4.0% Dmg.mod +20% acid +6% physical Melee Ret 4 darkness ----- def ----- Defense +26 (+9 eff.) Rng.Def +6 (+2 eff.) Resists +15% blight +15% nature +40% acid Phys.save +10 (+3 eff.) Spell.save +20 (+6 eff.) Max.HP +20.00 Poison- +29% Disease- +30% ---------- misc Max.stam +40.00 Rings can have magical properties. |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Golrada the voratun ring0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +9 Con ----- def ----- Resists +9% blight +15% mind +27% lightning Phys.save +18 (+5 eff.) Disease- +10% Cut- +20% Stun/Frz- +10% Rings can have magical properties. |
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 (+3 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. |
Nightwisp the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% darkness ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Mind.save +4 (+2 eff.) Confus- +10% Pinning- +5% Teleport- +5% Rings can have magical properties. |
Radhoyadas0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Melee Ret 20 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Mind.save +15 (+5 eff.) Max.HP +52.00 HP.reg +0.70 Heal.mod +13% ---------- misc Psi/ret +0.12 Max.hate +6.00 Max.psi +50.00 Rings can have magical properties. |
Salivea the Corpsewrither0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +10 Str +13 Con dps ---------- Phys.pwr +11 (+2 eff.) Dmg.mod +6% nature +6% acid Res.pen +25% acid Melee Ret 4 nature ----- def ----- Fatigue -9% Resists +9% acid Spell.save +15 (+5 eff.) ---------- misc Max.enc +36 Max.stam +31.00 Rings can have magical properties. |
Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +6 Dex +1 Mag +5 Cun dps ---------- Dmg.mod +11% blight Acc +6 (+1 eff.) Melee Ret 12 temporal ----- def ----- Fatigue -4% Resists +11% blight Mind.save +7 (+3 eff.) Confus- +24% Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring 'Dourbolt'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Melee Ret 20 darkness ----- def ----- Resists +6% darkness +6% fire HP.reg +1.50 Stun/Frz- +21% Rings can have magical properties. |
stralite ring 'Growthbraze'0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Fatigue -8% Resists +6% acid +12% cold +5% arcane +6% blight Spell.save +9 (+3 eff.) ---------- misc Max.enc +35 Rings can have magical properties. |
voratun ring0.1 T5 ring jewelry [Normal] Rings can have magical properties. |
chilling stralite battleaxe of paradox (44-66 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Arcane Power 44.0 - 66.0 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +12 cold +13 temporal While equipped: dps ---------- Melee Ret 19 temporal ----- def ----- Resists +20% temporal Massive two-handed battleaxes. |
Sawrd (30-48 power, 19 apr)3.0 T5 greatsword 2H weapon [Unique] Steamtech Power 30.0 - 48.0 Phys.bleed Uses 50% Mag, 120% Str Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Recurse +3 Rcrse.rdc -67% While equipped: Stats +7 Str +7 Dex +7 Cun ---------- misc Masteries +0.20 Technique/Two-handed assault A brutal weapon of countless blades. |
Surefire4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) Steady Shot: Level 2.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Everpyre Blade (38-53.2 power, 10 apr)3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 38.0 - 53.2 Physical Uses 50% Mag, 100% Str Acc+ +0.4% crit.pwr / acc Apr +10 Crit +18.0% Atk.spd 100% Dmg.conv 50% fire While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire Fire Breath: Level 2.0 Pwr.cost 25 out of 25/25. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 413.87 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Annihilator4.0 T5 steamgun 2H weapon Reqs Shoot [Unique] Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.1% dam / acc Apr +12 Atk.spd 67% Dmg.mult 100% Range +8 Proj.spd +600% On Hit: * 50% chance to reload 1 ammo Uses 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
Blastspawner (48.5-72.75 power, 25 apr) =Best 1=3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Nature/Master/Steamtech Power 48.5 - 72.8 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +99 Melee+ +51 insidious poison Uses 1.0 Steam While equipped: Stats +4 Dex dps ---------- Dmg.mod +9% lightning On Hit (Melee): * 30% chance to daze at end of turn On Melee Ret: * 16% chance to daze at end of turn ----- def ----- Armour +8 Defense +10 (+3 eff.) Fatigue +12% Resists +20% lightning Knockbk- +15% ---------- misc 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! |
Gloomlord (40-60 power, 25 apr) =Best 2=3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Disrupt/Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +105 Uses 1.0 Steam While equipped: Stats +6 Con dps ---------- Dmg.mod +15% physical Res.pen +15% darkness +15% physical Apr +12 On Hit (Melee): * 15% chance to inflict 15% damage reduction On Melee Ret: * 30% chance to reduce effective powers by 20% * 33 arcane resource burn ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +18% acid +16% nature +9% lightning Max.HP +58.00 ---------- misc 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! |
Ichorpassion the dwarven-steel steamsaw (18-27 power, 14 apr)3.0 T3 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 18.0 - 27.0 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +54 On Crit.r2 +4 fire Uses 1.0 Steam While equipped: dps ---------- Melee+ 8 fire Dmg.mod +3% nature Res.pen +6% physical Acc +9 (+2 eff.) Apr +10 Melee Ret 16 nature 10 fire ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +6% nature +20% fire ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
balanced stralite steamsaw of paradox (29-43.5 power, 19 apr)3.0 T4 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 29.0 - 43.5 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +66 Melee+ +13 temporal Uses 1.0 Steam While equipped: dps ---------- Acc +9 (+2 eff.) Melee Ret 9 temporal ----- def ----- Armour +5 Defense +17 (+6 eff.) Fatigue +10% Resists +8% temporal Disarm- +37% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
insidious dwarven-steel waraxe of persecution (21-29.4 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Nature/Disrupt Power 21.0 - 29.4 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +13 insidious poison Against +10% Unnatural While equipped: Stats +3 Wil One-handed war axes. |
Delyzor the hardened leather belt1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +8.00% Phys.pwr +4 (+1 eff.) ----- def ----- Armour +14 Defense +10 (+3 eff.) Resists +6% nature +3% mind Phys.save +16 (+4 eff.) Disease- +10% Knockbk- +20% Create a temporary shield that absorbs 227 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
Eclipserage the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning +10% darkness On Hit (Melee): * 30% chance to daze at end of turn * 15% chance to inflict 15% damage reduction ----- def ----- Resists +6% fire +6% cold A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Gunydan the hardened leather belt =Con +4=1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Str +2 Dex +4 Mag +4 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +15% blight Melee Ret 8 blight ----- def ----- Spell.save +5 (+1 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Tempestwinnow the hardened leather belt1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.crit +9.0% Mind.crit +8% Res.pen +25% blight Melee Ret 4 blight 8 lightning ----- def ----- Fatigue -6% Resists +9% blight +7% fire +11% cold ---------- misc Max.enc +39 A belt that goes around your waist. |
Veluvea1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +9% physical Res.pen +5% physical ----- def ----- Phys.save +6 (+2 eff.) ---------- misc Stam/turn +0.80 Infravis +1 A belt that goes around your waist. |
Velynn the Dayblast1.0 T1 belt armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +3% light Res.pen +10% light On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +6% acid +3% light +6% darkness +6% blight A belt that goes around your waist. |
Velythra the Dawnwind1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +9% light Max.HP +35.00 HP.reg +0.20 Heal.mod +20% A belt that goes around your waist. |
drakeskin leather belt 'Balitogund' =What?=1.0 T5 belt armor [Random Unique] Master While equipped: Stats +2 Str +4 Dex dps ---------- Apr +2 Melee Ret 4 physical ----- def ----- Armour +31 Defense +44 (+15 eff.) Phys.save +44 (+11 eff.) Stealth +12 A belt that goes around your waist. |
grounding hardened leather belt of resilience1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +9% lightning +7% temporal Max.HP +30.00 A belt that goes around your waist. |
hardened leather belt of carrying1.0 T3 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +28 A belt that goes around your waist. |
Aerorin (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Res.pen +15% physical Acc +5 (+1 eff.) Apr +10 ----- def ----- Defense +2 (+1 eff.) Resists +0% lightning Die.at -60.00 life Stun/Frz- +0% ---------- misc Max.stam +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glaresmasher (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% light +24% temporal Melee Ret 16 light On Hit (Melee): * 30% chance to blind * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+1 eff.) Resists +7% acid +6% temporal +7% cold +8% fire +8% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Jetpack (10 def, 0 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
Maneg the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +4 Wil ----- def ----- Defense +2 (+1 eff.) Resists +9% lightning +12% cold +9% darkness Phys.save +39 (+10 eff.) Spell.save +10 (+3 eff.) Blind- +40% ---------- misc Max.mana +55.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silathra the cashmere cloak (2 def, 6 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +22.00% Acc +11 (+2 eff.) Apr +11 ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +18% blight +9% fire +9% light +9% temporal Crit.dmg- 15.00% Stealth +11 Disease- +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Uranik the Glareglory (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light Res.pen +25% light +10% mind On Hit (Melee): * 30% chance to blind ----- def ----- Defense +2 (+1 eff.) Resists +6% mind Phys.save +8 (+2 eff.) Mind.save +11 (+4 eff.) Die.at -50.00 life ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
kruk cloak (2 def, 0 armour)2.0 T1 cloak armor [Unique] While equipped: ----- def ----- Defense +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
resilient linen cloak of Iron Throne (1 def, 0 armour) =Con +1=2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+8 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+3 eff.) Resists +10% temporal +10% physical Temporal Reprieve: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Garbage 3 (0 def, 5 armour)3.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +2 Mag +4 Wil +4 Cun dps ---------- Phys.crit +6.0% Phys.pwr +6 (+1 eff.) Spell.pwr +6 (+2 eff.) Mov.spd +20% Apr +13 Melee Ret 4 blight 4 fire ----- def ----- Armour +5 Fatigue +4% Resists +15% fire ---------- misc Mana/s.crit +5.00 Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shoes of Moving Quickly (10 def, 12 armour)2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Armour +12 Defense +10 (+3 eff.) Fatigue +3% Phys.save +0 (+0 eff.) Pinning- +100% Knockbk- -100% Teleport- +0% You move 3 spaces at once. Accurately? Less so. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Phys.save +0 (+0 eff.) Pinning- +50% Knockbk- +0% Teleport- +0% Generate 3 steam each time you walk. Boots. But with steam power! |
pair of drakeskin leather boots 'Aryrawyn' (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Str +2 Mag +7 Wil +13 Con dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +8% physical Res.pen +10% acid +9% physical Melee Ret 4 physical ----- def ----- Armour +5 Fatigue +5% Resists +2% physical Phys.save +30 (+8 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% ---------- misc Stam/turn +0.40 Size +1 Blink to a nearby random location (rad 11) Puts all charms on 25 cooldown A pair of boots made of leather. |
pair of hardened leather boots 'Ce'Nydara' (4 def, 3 armour) =Con +5=2.0 T3 feet armor [Random Unique] Master While equipped: Stats +6 Str +7 Dex +2 Mag +3 Cun +5 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +3 Defense +4 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue +3% ---------- misc Light +3 Size +1 Heave: Puts all charms on 10 cooldown Level 4.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
pair of hardened leather boots 'Eratoblek' (0 def, 11 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Cun +4 Str ----- def ----- Armour +11 Fatigue -13% Resists +11% acid +10% cold +11% fire +6% mind +11% lightning ---------- misc Light +3 See.Invis +12 Telepathy Demon/Minor Demon/Major A pair of boots made of leather. |
pair of hardened leather boots 'Vorogama' (4 def, 3 armour)2.0 T3 feet armor [Random Unique] Master While equipped: Stats +5 Str +5 Dex +5 Con +5 Lck dps ---------- Crit.mult +15.00% Dmg.mod +7% physical ----- def ----- Armour +3 Defense +4 (+1 eff.) Rng.Def +6 (+2 eff.) Fatigue +3% Stealth +10 ---------- misc Hate/m.crit +2.00 Max.hate +4.00 Size +1 Heave: Puts all charms on 10 cooldown Level 3.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Erelukhad the iron gauntlets (0 def, 1 armour) =Con +2=1.5 T1 hands armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +4 (+1 eff.) Melee+ 6 nature Dmg.mod +4% nature Res.pen +5% blight Melee Ret 4 physical ----- def ----- Armour +1 Resists +6% nature Heal.mod +20% ---------- misc Max.stam +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Tytar the Heatsever (0 def, 2 armour)1.5 T3 hands armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +18% Spell.pwr +10 (+4 eff.) ----- def ----- Armour +2 Spell.save +15 (+5 eff.) ---------- misc Mana/turn +0.22 Max.mana +60.00 Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's hardened leather gloves of war-making (0 def, 2 armour)1.0 T3 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Phys.crit +7.0% Spell.crit +12% Mind.crit +9% Crit.mult +5.00% Melee+ 6 acid 5 fire 5 cold 5 lightning ----- def ----- Armour +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Crackletitan' (0 def, 2 armour) =Con +6=1.5 T3 hands armor [Rare] Master While equipped: Stats +6 Str +4 Wil +6 Con ----- def ----- Armour +2 Phys.save +15 (+4 eff.) Heal.mod +15% Disarm- +32% ---------- misc Masteries +0.20 Technique/Grappling Metal gloves protecting the hands up to the middle of the lower arm. |
Broderomiyon (0 def, 7 armour) =WATER BREATH=2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Dex ----- def ----- Armour +7 Fatigue +1% Resists +3% physical +6% cold Heal.mod +5% ---------- misc Breathe water A hat made of leather. Very stylish. |
Dagestir the Unlightwrest (0 def, 3 armour) =Con +8=2.0 T3 head armor [Random Unique] Master While equipped: Stats +3 Str +7 Dex +8 Con dps ---------- Dmg.mod +12% darkness Res.pen +10% mind Melee Ret 12 mind ----- def ----- Armour +3 Fatigue +3% Phys.save +8 (+2 eff.) Mind.save +8 (+3 eff.) ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Blind-Fight: No penalty when attacking invisible/stealthed Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
Dazzlespike the hardened leather hat (0 def, 3 armour) =Con +7=2.0 T3 head armor [Rare] Master While equipped: Stats +7 Con dps ---------- Dmg.mod +6% arcane Res.pen +25% light Melee Ret 20 light ----- def ----- Armour +3 Fatigue +3% Resists +15% light A hat made of leather. Very stylish. |
Lavablur (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun +1 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +11% lightning +12% fire ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning Heal/summ +10 ---------- misc Telepathy Demon/Minor Demon/Major A pointy cloth hat, very wizardly... |
Nimbus of Enlightenment (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Mind.pwr +20 (+6 eff.) ----- def ----- Defense +7 (+2 eff.) Mind.save -25 (-11 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. |
Samebar the Treestun (0 def, 5 armour)3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Wil dps ---------- Res.pen +10% nature +20% acid ----- def ----- Armour +5 Fatigue +5% Resists +6% acid +14% light +9% blight +9% cold +8% fire +13% darkness Mind.save +9 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shimmerburst (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Acc +0 (+0 eff.) Melee Ret 8 lightning On Hit (Melee): * Slows global speed by 30% * 30% chance to daze at end of turn ----- def ----- Armour +4 Fatigue +4% Resists +15% acid +15% light +6% blight +6% fire +15% darkness Spell.save +6 (+2 eff.) ---------- misc Light +0 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Blind-Fight: No penalty when attacking invisible/stealthed A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Black Crown (0 def, 15 armour) =Con +10=3.0 T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Zubywe the hardened leather hat (0 def, 3 armour) =Con +5=2.0 T3 head armor [Rare] Master While equipped: Stats +11 Str +4 Cun +5 Con ----- def ----- Armour +3 Fatigue +3% ---------- misc See.Invis +18 A hat made of leather. Very stylish. |
drakeskin leather cap 'Voryma' (0 def, 7 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +7 Wil dps ---------- Crit.mult +6.00% Melee Ret 8 physical ----- def ----- Armour +7 Fatigue +5% Resists +11% acid +12% blight +13% cold +8% fire +11% lightning Phys.save +6 (+2 eff.) Mind.save +12 (+4 eff.) Die.at -60.00 life ---------- misc Stam/turn +0.20 Breathe water A cap made of leather. |
dwarven-steel helm 'Drugolin' (0 def, 4 armour) =Con +4=3.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +4 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +9% blight +15% temporal +15% light Spell.save +30 (+10 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather hat 'Glowen' (0 def, 3 armour) =Con +3=2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +10 Dex +4 Mag +3 Con ----- def ----- Armour +3 Fatigue +3% ---------- misc Infravis +3 See.Invis +9 A hat made of leather. Very stylish. |
Chromatic Harness (10 def, 14 armour)14.0 T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+3 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% fire +20% cold +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
spiked dwarven-steel mail armour of resilience (3 def, 8 armour)14.0 T3 heavy armor [Ego] Nature/Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Max.HP +34.00 A suit of armour made of mail. |
spiked dwarven-steel mail armour of temporal resistance (3 def, 8 armour)14.0 T3 heavy armor [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 13 physical ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +20% temporal A suit of armour made of mail. |
Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +10 (+3 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+6 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Medical Urgency Vest (6 def, 7 armour)9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Phys.save +15 (+4 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
Molten Skin (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+5 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+5 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 4.0 Pwr.cost 12 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 131.07 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Ulfynarichik the Dourkiller (4 def, 7 armour)9.0 T4 light armor [Random Unique] Arcane/Master While equipped: dps ---------- Melee+ 16 acid 17 fire Res.pen +10% acid +5% darkness Melee Ret 12 acid 12 fire On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +47% lightning +20% fire +30% acid A suit of armour made of leather. |
Adokira (4 def, 9 armour) =Con +6=17.0 T2 massive armor [Rare] Master While equipped: Stats +6 Con dps ---------- Dmg.mod +12% blight ----- def ----- Armour +9 Defense +4 (+1 eff.) Fatigue +22% Resists +19% lightning +9% blight Crit.dmg- 15.00% HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% A suit of armour made of metal plates. |
Not As Garbage (9 def, 36 armour)17.0 T5 massive armor [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Con dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +36 Defense +9 (+3 eff.) Fatigue +26% Resists +39% acid +23% physical +30% cold +11% lightning +15% fire Phys.save +24 (+6 eff.) Spell.save +3 (+1 eff.) HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% Disarm- +40% Stun/Frz- +40% Knockbk- +40% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.vim +30.00 Breathe water Cooldown Rush -5 A suit of armour made of metal plates. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
1477 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. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 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. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 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 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Blackvengeance the voratun pickaxe (dig speed 17 turns)3.0 T5 digger tool [Rare] Arcane While equipped: Stats +3 Str dps ---------- Dmg.mod +15% darkness +15% mind +6% arcane Res.pen +20% arcane Melee Ret 12 mind On Hit (Melee): * 40% chance to inflict 15% damage reduction ----- def ----- Resists +18% mind +6% arcane ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Xuvea the Woewarden (dig speed 31 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +9% darkness Res.pen +15% acid On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +9% acid ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Lisomiramira' (dig speed 7 turns)3.0 T3 digger tool [Random Unique] Master While equipped: Stats +5 Str +3 Dex +4 Mag dps ---------- Phys.pwr +6 (+1 eff.) Mov.spd +10% Res.pen +15% physical ----- def ----- Resists +3% acid +6% fire +7% darkness ---------- misc Light +1 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's voratun pickaxe (dig speed 17 turns)3.0 T5 digger tool [Ego] Master While equipped: Stats +3 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 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. |
6 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. |
5 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Bokakhad the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.crit +1.0% Dmg.mod +12% physical Melee Ret 4 mind ----- def ----- Resists +9% mind Max.HP +30.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Githad1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +6 Wil dps ---------- Phys.crit +5.0% Crit.mult +16.00% Phys.pwr +7 (+1 eff.) ----- def ----- Defense +11 (+4 eff.) Resists +6% mind +5% arcane Phys.save +29 (+7 eff.) Spell.save +13 (+4 eff.) Mind.save +15 (+5 eff.) Die.at -60.00 life Heal.mod +16% Confus- +10% Stun/Frz- +5% ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Korikalthozor1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Res.pen +10% all Apr +8 ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +10% blight +6% fire +3% acid Phys.save +30 (+8 eff.) HP.reg +2.40 Blind- +23% Confus- +19% ---------- misc Light +9 See.Stealth +13 See.Invis +5 Track: Puts all charms on 40 cooldown Level 4.8 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 51 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Nyran the Blastsear1.0 T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Crit.mult +15.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% light Res.pen +5% lightning ----- def ----- Resists +26% darkness +15% blight Affinity +5% light Mind.save +14 (+5 eff.) ---------- misc Mana/turn +0.04 Mana/s.crit +2.00 Max.mana +60.00 Light +6 Infravis +5 See.Stealth +23 See.Invis +29 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 48 blight damage or heals 58 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Phoenixlord2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light +6% fire Res.pen +5% fire Melee Ret 12 light 4 fire On Hit (Melee): * 15% chance to blind ----- def ----- Resists +12% fire Max.HP +43.00 ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp of corpselight =Water Breathe=1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) ----- def ----- Resists +7% blight +8% darkness ---------- misc Light +3 Infravis +4 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 48 blight damage or heals 58 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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 Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
5 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. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Rod of Spydric Poison (3/3)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 569.24 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 49] amazing fiery salve [power 49]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 210% efficiency and 55% cooldown modifier. Remove 3 magical effects and grants a fiery aura (49% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 49] amazing frost salve [power 49]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 210% efficiency and 55% cooldown modifier. Remove 3 physical effects and grants a frost aura (49% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 704] amazing healing salve [power 704]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 210% efficiency and 55% cooldown modifier. Heal 704 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 616] amazing pain suppressor salve [power 616]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 210% efficiency and 55% cooldown modifier. Let you fight up to -616 life and reduces all damage by 28% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 49] amazing water salve [power 49]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 210% efficiency and 55% cooldown modifier. Remove 3 mental effects and grants a water aura (49% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 37] powerful frost salve [power 37]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 210% efficiency and 55% cooldown modifier. Remove 2 physical effects and grants a frost aura (37% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 508] powerful healing salve [power 508]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 210% efficiency and 55% cooldown modifier. Heal 508 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple frost salve [power 25] simple frost salve [power 25]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 210% efficiency and 55% cooldown modifier. Remove 1 physical effects and grants a frost aura (25% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 313] simple healing salve [power 313]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 210% efficiency and 55% cooldown modifier. Heal 313 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. |
crude waterproof coating0.0 T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +5% nature +5% cold Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grip0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip 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 kinetic stabiliser0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +9 (+2 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
great fungal web0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 100 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
iron armour reinforcement0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! |
mastercraft focus lens0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +8 Sight +2 See.Stealth +20 See.Invis +20 Blind-Fight: No penalty when attacking invisible/stealthed Tinkers can be attached to normal items to improve them with steam power! |
powerful second skin0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% 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: Power 0.0 - 0.0 Physical Uses 50% Mag Apr +16 Crit +16.0% 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: Power 0.0 - 0.0 Physical Uses 50% Mag Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun kinetic stabiliser0.0 T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +15 (+4 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
Xanuba the steel torque of charged psionic shield [power 53] (20 cooldown) =Stun 25%=2.0 T2 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +3% temporal +4% physical +9% cold Disarm- +15% Stun/Frz- +25% Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 53 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (10 cooldown)2.0 T1 torque charm [Ego] Psionic Absorb and nullify at most 1 detrimental mental status effects in the next 10 turns Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of thermal psionic shield 'Adorana' [power 23] (20 cooldown) =Con +4=2.0 T1 torque charm [Rare] Psionic While equipped: Stats +4 Con dps ---------- Phys.crit +1.0% Crit.mult +3.00% Apr +3 ----- def ----- Heal.mod +5% ---------- misc Max.stam +5.00 Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
Elakira [power 85] (20 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: ----- def ----- Resists +6% physical Die.at -84.00 life Blind- +50% Silence- +15% Stun/Frz- +20% ---------- misc Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Harden the skin for 7 turns increasing armour by 85 and armour hardiness by 70% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
yew wand of conjuration 'Gunehek' [power 235] (10 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Res.pen +5% mind ---------- misc Max.hate +4.00 Max.psi +20.00 Fire a bolt of a random element with (base) damage 118 to 235 Puts all charms on 10 cooldown 100% to regenerate 4 negative energy. 100% to regenerate 7 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
10 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. |
5 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 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. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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. |
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 Saw Wheels Forever the Dwarf Sawbutcher level 36
17th Stralite 123rd year of Ascendancy at 07:26 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Saw Wheels Forever the Dwarf Sawbutcher level 50
12nd Iron 124th year of Ascendancy at 04:15 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Saw Wheels Forever the Dwarf Sawbutcher level 36
15th Stralite 123rd year of Ascendancy at 12:37 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Saw Wheels Forever the Dwarf Sawbutcher level 46
21st Loss 123rd year of Ascendancy at 17:22 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Saw Wheels Forever the Dwarf Sawbutcher level 39
17th Voratun 123rd year of Ascendancy at 14:31 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Saw Wheels Forever the Dwarf Sawbutcher level 23
4th Loss 122nd year of Ascendancy at 00:25 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Saw Wheels Forever the Dwarf Sawbutcher level 31
3rd Gold 123rd year of Ascendancy at 01:27 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Saw Wheels Forever the Dwarf Sawbutcher level 10
23rd Profit 122nd year of Ascendancy at 03:12 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Saw Wheels Forever the Dwarf Sawbutcher level 37
14th Voratun 123rd year of Ascendancy at 05:42 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Saw Wheels Forever the Dwarf Sawbutcher level 31
2nd Gold 123rd year of Ascendancy at 11:06 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Saw Wheels Forever the Dwarf Sawbutcher level 22
2nd Loss 122nd year of Ascendancy at 10:12 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Saw Wheels Forever the Dwarf Sawbutcher level 50
4th Steel 124th year of Ascendancy at 10:26 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Saw Wheels Forever the Dwarf Sawbutcher level 21
26th Dearth 122nd year of Ascendancy at 19:05 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Saw Wheels Forever the Dwarf Sawbutcher level 29
21st Steel 123rd year of Ascendancy at 19:15 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Saw Wheels Forever the Dwarf Sawbutcher level 50
29th Iron 124th year of Ascendancy at 02:21 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 Saw Wheels Forever the Dwarf Sawbutcher level 29
27th Steel 123rd year of Ascendancy at 03:35 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Saw Wheels Forever the Dwarf Sawbutcher level 10
6th Profit 122nd year of Ascendancy at 08:36 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Saw Wheels Forever the Dwarf Sawbutcher level 20
23rd Dearth 122nd year of Ascendancy at 22:38 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Saw Wheels Forever the Dwarf Sawbutcher level 30
32nd Steel 123rd year of Ascendancy at 09:42 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Saw Wheels Forever the Dwarf Sawbutcher level 40
22nd Voratun 123rd year of Ascendancy at 15:06 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Saw Wheels Forever the Dwarf Sawbutcher level 50
4th Shortage 123rd year of Ascendancy at 12:23 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Saw Wheels Forever the Dwarf Sawbutcher level 50
12nd Iron 124th year of Ascendancy at 03:01 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Saw Wheels Forever the Dwarf Sawbutcher level 50
13rd Steel 124th year of Ascendancy at 20:20 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Saw Wheels Forever the Dwarf Sawbutcher level 49
4th Shortage 123rd year of Ascendancy at 12:22 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Saw Wheels Forever the Dwarf Sawbutcher level 25
20th Shortage 122nd year of Ascendancy at 06:54 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Saw Wheels Forever the Dwarf Sawbutcher level 41
32nd Profit 123rd year of Ascendancy at 15:57 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Saw Wheels Forever the Dwarf Sawbutcher level 19
7th Dearth 122nd year of Ascendancy at 15:32 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Saw Wheels Forever the Dwarf Sawbutcher level 38
14th Voratun 123rd year of Ascendancy at 08:36 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Saw Wheels Forever the Dwarf Sawbutcher level 5
18th Voratun 122nd year of Ascendancy at 10:08 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Saw Wheels Forever the Dwarf Sawbutcher level 50
4th Steel 124th year of Ascendancy at 10:25 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Saw Wheels Forever the Dwarf Sawbutcher level 19
23rd Dearth 122nd year of Ascendancy at 18:10 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Saw Wheels Forever the Dwarf Sawbutcher level 10
6th Profit 122nd year of Ascendancy at 09:14 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Saw Wheels Forever the Dwarf Sawbutcher level 50
25th Shortage 123rd year of Ascendancy at 12:57 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Saw Wheels Forever the Dwarf Sawbutcher level 50
4th Steel 124th year of Ascendancy at 10:26 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Saw Wheels Forever the Dwarf Sawbutcher level 46
28th Loss 123rd year of Ascendancy at 17:28 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Saw Wheels Forever the Dwarf Sawbutcher level 10
8th Profit 122nd year of Ascendancy at 00:56 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Saw Wheels Forever the Dwarf Sawbutcher level 22
27th Dearth 122nd year of Ascendancy at 01:34 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Saw Wheels Forever the Dwarf Sawbutcher level 40
13rd Profit 123rd year of Ascendancy at 00:50 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Saw Wheels Forever the Dwarf Sawbutcher level 21
26th Dearth 122nd year of Ascendancy at 17:54 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Saw Wheels Forever the Dwarf Sawbutcher level 15
9th Wealth 122nd year of Ascendancy at 23:46 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Saw Wheels Forever the Dwarf Sawbutcher level 35
15th Stralite 123rd year of Ascendancy at 07:30 see stats
Well trained (Insane (Adventure) difficulty)
Deal one million damage to training dummies in a single training session.By Saw Wheels Forever the Dwarf Sawbutcher level 50
16th Steel 124th year of Ascendancy at 17:14 see stats
Log
Training Dummy regains their energy.
Training Dummy is free from the illness.
Training Dummy regains their energy.
Training Dummy regains their energy.
Bleeding from Saw Wheels Forever hits Training Dummy for 301 physical damage.
Bleeding from Saw Wheels Forever hits Training Dummy for 357 physical damage.
Bleeding from Saw Wheels Forever hits Training Dummy for 353 physical damage.
Bleeding from Saw Wheels Forever hits Training Dummy for 184 physical damage.
Bleeding from Saw Wheels Forever hits Training Dummy for 79 physical damage.
Bleeding from Saw Wheels Forever hits Training Dummy for 198 physical damage.
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Bleeding from Saw Wheels Forever hits Training Dummy for 1262 physical damage.
Training Dummy is free from the illness.
Training Dummy stops bleeding.
Training Dummy stops bleeding.
Training Dummy is free from the illness.
Training Dummy stops bleeding.
Training Dummy stops bleeding.
Training Dummy stops bleeding.
Training Dummy is free from the illness.
Training Dummy stops bleeding.
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Training Dummy regains their energy.
Bleeding from Saw Wheels Forever hits Training Dummy for 1262 physical damage.
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Talent Tempest of Metal is ready to use.















































































































































































