

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 49 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by Isluyatira the copperhead snake at level 11 on the 3rd Dusk 122nd year of Ascendancy at 11:54 0 / 9Killed by Gunsnake at level 14 on the 12nd Dusk 122nd year of Ascendancy at 15:13 Killed by Xowe the skeleton warrior at level 33 on the 1st Dusk 123rd year of Ascendancy at 14:12 Killed by Xowe the skeleton warrior at level 33 on the 1st Dusk 123rd year of Ascendancy at 15:43 Killed by Ivetta the master vampire at level 34 on the 4th Dusk 123rd year of Ascendancy at 15:13 Killed by Aerakira the barrow wight at level 36 on the 8th Dusk 123rd year of Ascendancy at 16:31 Killed by ghast at level 36 on the 9th Dusk 123rd year of Ascendancy at 11:35 Killed by Aluin the Fallen at level 44 on the 30th Haze 123rd year of Ascendancy at 16:33 Killed by worm that walks at level 49 on the 3rd Allure 124th year of Ascendancy at 15:11 |
Primary Stats
| Strength | 63 (base 22) |
| Dexterity | 83 (base 61) |
| Constitution | 89 (base 54) |
| Magic | 19 (base 14) |
| Willpower | 33 (base 11) |
| Cunning | 94 (base 65) |
Resources
| Life | -141/1217 |
| Steam | 100/100 |
| Healing Factor | 1.6431912144969 |
| Regeneration | 35.209795807269 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 5 |
| See Stealth | 51 |
| See Invisible | 45 |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 91 |
| Crit Chance | 69% |
| APR | 43 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +28% |
| Blight | +28% |
| Physical | +20% |
| Cold | +14% |
| All | +8% |
| Darkness | +15% |
| Lightning | +20% |
| Mind | +26% |
| Fire | +28% |
| Nature | +28% |
Offense: Damage Penetration
| Acid | +16% |
| Nature | +9% |
| Cold | +5% |
| Lightning | +25% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 80.511077022655 (89.749889547741%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 30 |
| Physical Save | 73 |
| Spell Save | 18 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 27%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 56%( 70%) |
| Light | + 24%( 70%) |
| Physical | + 27%( 70%) |
| Fire | + 33%( 70%) |
| Mind | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 36% |
| Poison Resistance | 70% |
| Blind Resistance | 35% |
| Disarm Resistance | 100% |
| Bleed Resistance | 70% |
| Teleport Resistance | 100% |
| Pinning Resistance | 39% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.4 steam per turn. Can be activated for an instant burst of 72 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 202% efficiency and cooldown mod of 55%. 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 220% efficiency and cooldown mod of 50%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.7 steam per turn. Can be activated for an instant burst of 74 steam. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Steamtech / Magnetism | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 3/5 |
| Steamtech / Chemical warfare | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Steamtech / Heavy weapons | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Gloromira the large white snake. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by Eilinavea the black bear. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by Ivetta the master vampire. Escort: repented thief (level 4 of Dreadfell) | failed |
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 have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Isavena (32 def, 5 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Acc +25 (+5 eff.) Melee Ret 4 blight ----- def ----- Armour +5 Defense +32 (+8 eff.) Fatigue -4% Resists +5% arcane Phys.save +24 (+6 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% ---------- misc Max.enc +32 Stam/turn +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed pouch of voratun shots (20/22, 68-81 power, 6 apr) 3.0 T5 shot ammo [Ego+] Master Power 67.5 - 81.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Capacity 22 On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +5 Magnetic Shell Shots are used with slings to pummel your foes to death. |
| Light source | watchleader's alchemist's lamp of the moons1.0 T3 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +7% darkness ----- def ----- Resists +7% light Affinity +5% darkness Blind- +35% Confus- +16% ---------- misc Light +8 Infravis +3 See.Stealth +11 See.Invis +5 Track: Puts all charms on 40 cooldown Level 2.7 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Glorimira (0 def, 5 armour) 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +5 Str +4 Dex +7 Cun +5 Con dps ---------- Crit.mult +20.00% Phys.pwr +4 (+1 eff.) Acc +25 (+5 eff.) Apr +6 ----- def ----- Armour +5 Fatigue +4% Phys.save +16 (+4 eff.) ---------- misc Max.psi +10.00 Light +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Steam Powered Gauntlets (0 def, 13 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +7 Str +7 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +13 Disarm- +120% ---------- misc Talents +2 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | Hailspawner [power 296] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +6% cold ----- def ----- Armour +8 Defense +20 (+5 eff.) Resists +3% physical ---------- misc Stam/turn +2.00 Sting an enemy dealing 379 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +5 Mag +7 Wil +3 Con dps ---------- Mind.crit +1% Spell.pwr +7 (+3 eff.) Res.pen +5% mind Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +11 (+3 eff.) HP.reg +1.00 Stun/Frz- +31% ---------- misc Max.psi +20.00 Infravis +2 Can be unequipped or rerolled. 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 Puts all charms on 1 cooldown "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? |
| On fingers | stralite quartz ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +8 Str +8 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
| Around neck | Arthorain the gold amulet0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +14 Str +9 Dex +7 Wil +6 Con dps ---------- Phys.crit +3.0% Crit.mult +10.00% Acc +30 (+6 eff.) Apr +5 ----- def ----- Defense +21 (+5 eff.) Phys.save +10 (+3 eff.) Amulets make your neck look great! |
| In main hand | Xerimira the voratun steamgun 4.0 T5 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +13 acid +4 temporal +24 nature On Hit: * 20% chance to reduce all saves and defense by 26 * 10% chance to gain 10% of a turn (3/turn limit) On Crit: * project a beam of lightning Uses 2.0 Steam While equipped: dps ---------- Phys.crit +11.0% Dmg.mod +18% mind Res.pen +16% acid +9% nature Acc +26 (+5 eff.) Apr +10 ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Aerildil |
| In off hand | impervious voratun shield of resistance (0 def, 21 armour, 70-85 power, 283.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Nature/Master When used to Attack: Power 70.5 - 84.6 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +284 While equipped: Stats +6 Con ----- def ----- Armour +21 Fatigue +8% Resists +9% acid +9% fire +10% lightning +6% cold Phys.save +11 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Chillream' (2 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Res.pen +5% cold ----- def ----- Defense +2 (+0 eff.) Resists +3% light +30% lightning Max.HP +60.00 HP.reg +2.00 Confus- +20% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Skyweeper the stralite plate armour (0 def, 14 armour) 17.0 T4 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Cun +8 Wil dps ---------- Dmg.mod +12% lightning Res.pen +25% lightning On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Armour +14 Fatigue +22% Resists +3% blight +8% physical Phys.save +21 (+6 eff.) Mind.save +15 (+5 eff.) Max.HP +50.00 HP.reg +15.00 Heal.mod +14% Poison- +70% Disease- +70% Cut- +70% A suit of armour made of metal plates. |
Inventory
medical injector implant of the titan (efficiency 182% / cooldown 64%)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 182% efficiency and cooldown mod of 64%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 14)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.8 steam per turn. Can be activated for an instant burst of 69 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 15)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.9 steam per turn. Can be activated for an instant burst of 75 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the duelist (heal 482; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 482 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ce'Nekira the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Armour +4 Resists +12% lightning +3% light Crit.chn- 10.00% Die.at -40.00 life Poison- +20% Confus- +10% Stun/Frz- +22% Amulets make your neck look great! |
restful voratun amulet of murder0.1 T5 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +17.00% Acc +8 (+2 eff.) Apr +15 ----- def ----- Fatigue -5% HP.reg +3.00 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
steel ring 'Zerek'0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Con ----- def ----- Resists +3% blight Phys.save +8 (+2 eff.) Spell.save +3 (+2 eff.) Max.HP +60.00 Heal.mod +5% Disease- +20% Pinning- +10% Rings make your fingers look great! |
treant's voratun ring0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +10% nature +9% blight Poison- +17% Disease- +14% Rings make your fingers look great! |
Life Drinker (42-55 power, 11 apr)1.0 T5 dagger 1H weapon Reqs Mag 44 [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+6 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 7.78 acid and 7.78 blight damage. If not cleared after five turns it will inflict 44.19 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Mandible of Ungolmor (40-52 power, 12 apr)1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 35% Dex, 30% Cun, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Infernolord the stralite greatmaul (55-82 power, 3 apr)5.0 T4 greatmaul 2H weapon [Rare] Master Power 55.0 - 82.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +20 fire While equipped: dps ---------- Spell.crit +3% Mind.crit +2% Dmg.mod +21% arcane Res.pen +19% all Phasing +30% Acc +30 (+6 eff.) Apr +19 Melee Ret 6 fire ----- def ----- Resists +12% darkness Phys.save +9 (+3 eff.) Massive two-handed mauls. |
flaming voratun greatsword of corruption (62-99 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Arcane Power 62.0 - 99.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +19 fire On Hit: 20% Curse of Death 5 Massive two-handed swords. |
inquisitor's stralite greatsword of massacre (62-100 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Disrupt/Master Power 62.5 - 100.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Deals 69 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed swords. |
dragonbone longbow 'Deepsrip'4.0 T5 longbow 2H weapon [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +20 darkness While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +9% darkness Res.pen +25% blight Acc +18 (+4 eff.) Melee Ret 10 blight On Hit (Ranged): * 20% chance to reduce damage dealt by 21% ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Longbows are used to shoot arrows at your foes. |
ranger's elven-wood longbow of recursion4.0 T4 longbow 2H weapon [Ego+] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 10% Shoot 1 While equipped: Stats +8 Dex Longbows are used to shoot arrows at your foes. |
Cobraborn the stralite longsword (35-49 power, 5 apr)3.0 T4 longsword 1H weapon [Rare] Master Power 35.0 - 49.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to reduce armor by 23% While equipped: Stats +9 Str +10 Mag dps ---------- Dmg.mod +15% nature Res.pen +20% fire +11% all Acc +21 (+4 eff.) Apr +13 ----- def ----- Crit.chn- 15.00% Sharp, long, and deadly. |
arcing voratun longsword of ruin (42-59 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Arcane/Master Power 42.0 - 58.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 36 damage While equipped: dps ---------- Phys.crit +11.0% Crit.mult +21.00% Apr +10 Sharp, long, and deadly. |
Porosevea the voratun mace (48-67 power, 6 apr)3.0 T5 mace 1H weapon [Rare] Arcane Power 48.0 - 67.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 36 damage While equipped: dps ---------- Dmg.mod +30% physical ----- def ----- Armour +16 Phys.save +9 (+3 eff.) ---------- misc Max.mana +100.00 Blunt and deadly. |
Amethyst of Sanctuary (15-16 power, 26 apr, mind damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+4 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+9 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Chilldare the dragonbone vilestaff (30-36 power, 6 apr, acid element)5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str +2 Dex +3 Wil dps ---------- Phys.crit +13.0% Spell.crit +25% Crit.mult +20.00% Spell.pwr +24 (+12 eff.) Melee+ 36 arcane Dmg.mod +30% acid +12% cold ----- def ----- Crit.chn- 15.00% Phys.save +15 (+4 eff.) Spell.save +14 (+8 eff.) Mind.save +12 (+4 eff.) ---------- misc Max.mana +120.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff 'Gunokalthodor' (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex dps ---------- Phys.crit +5.0% Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +25% lightning +15% temporal Res.pen +15% temporal ----- def ----- Defense +11 (+3 eff.) Mind.save +18 (+6 eff.) Heal.mod +15% Cut- +20% ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 52.77 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone vilestaff of channeling (30-36 power, 6 apr, acid element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +39 (+18 eff.) Dmg.mod +30% blight +30% fire +30% darkness +30% acid ---------- misc Mana/turn +0.26 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone starstaff of invocation (30-36 power, 6 apr, temporal element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +30.00% Spell.pwr +31 (+15 eff.) S.pwr/crit +7 Melee+ 22 fire Dmg.mod +30% temporal ---------- misc See.Invis +14 Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 27.95 to 33.54 temporal damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone vilestaff (30-36 power, 6 apr, blight element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +24.00% Spell.pwr +21 (+10 eff.) Melee+ 20 fire Dmg.mod +30% blight ---------- misc See.Invis +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Ivadhenne4.0 T4 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Crit.r2 +19 acid +22 nature Uses 2.0 Steam While equipped: dps ---------- Steampwr +18 (+4 eff.) Dmg.mod +33% physical Res.pen +20% acid +12% nature Apr +9 ----- def ----- Resists +6% acid +3% nature +6% mind +5% arcane Spell.save +9 (+5 eff.) ---------- misc Cooldown Trick Shot -4 Strafe -4 Double Shots -4 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Murderfang's Surekill4.0 T3 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +20 Crit -10.0% Atk.spd 100% Dmg.mult 100% Range +6 Proj.spd +1500% On Crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Uses 2.0 Steam While equipped: dps ---------- Crit.mult +50.00% ---------- misc Talents +3 Surekill "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
blazebringer's voratun steamgun of tinkering (+7)4.0 T5 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +43 fire Uses 2.0 Steam While equipped: Stats +7 Cun dps ---------- Steampwr +11 (+3 eff.) All.spd +6% Res.pen +15% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
swiftstrike dwarven-steel steamgun of enduring4.0 T3 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +800% Uses 2.0 Steam While equipped: Stats +6 Wil +3 Cun +7 Con dps ---------- Phys.spd +10% ----- def ----- Max.HP +39.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
quick voratun steamsaw (40-61 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego+] Master/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +98 Uses 1.0 Steam While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Acc +13 (+3 eff.) ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- 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! |
voratun steamsaw 'Morningrace' (40-61 power, 0 apr)3.0 T5 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +97 Melee+ +20 arcane +20 temporal Uses 1.0 Steam While equipped: Stats +4 Mag dps ---------- Dmg.mod +18% blight ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +12% light +20% temporal ---------- misc Mana/turn +0.20 Mana/s.crit +2.00 Light +3 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! |
Dagydradir the Sootraven1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness ----- def ----- Armour +2 Max.HP +31.00 Disarm- +10% Confus- +10% Pinning- +20% Stun/Frz- +10% A belt that goes around your waist. |
Firejam1.0 T5 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +10% fire ----- def ----- Armour +15 Defense +12 (+3 eff.) Resists +24% lightning +11% temporal +5% arcane +15% cold Phys.save +24 (+6 eff.) Spell.save +14 (+8 eff.) Max.HP +60.00 ---------- misc Size +1 A belt that goes around your waist. |
blurring drakeskin leather belt of magery1.0 T5 belt armor [Ego+] Arcane/Master While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.crit +4% ----- def ----- Defense +16 (+4 eff.) Stealth +10 A belt that goes around your waist. |
Skyire the elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Rare] Arcane While equipped: Stats +13 Wil dps ---------- Spell.crit +3% Dmg.mod +30% darkness +9% lightning Res.pen +15% blight ----- def ----- Resists +9% lightning +45% darkness +15% all ---------- misc Mana/turn +0.16 Max.mana +80.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+6 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
focusing elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +6 Mag +7 Wil dps ---------- Dmg.mod +15% acid +16% physical +16% fire +25% cold ----- def ----- Resists +19% acid +15% physical +14% fire +15% cold +15% all ---------- misc Mana/turn +0.24 Psi/turn +0.19 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +7% Spell.pwr +7 (+3 eff.) Dmg.mod +15% acid +13% physical +29% light +19% cold +14% fire +15% darkness ----- def ----- Resists +16% acid +16% physical +16% fire +12% cold +15% all ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of voratun boots of tirelessness (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +4% Resists +8% fire +6% cold ---------- misc Stam/turn +0.30 Max.stam +26.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of rough leather boots of rushing (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Str +3 Con dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +1 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Adavea the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Crit.mult +30.00% Melee+ 7 mind Dmg.mod +6% mind Acc +30 (+6 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% mind +3% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of magic (+4) (0 def, 8 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- Dmg.mod +7% arcane ----- def ----- Armour +8 Fatigue +5% Mind.save +14 (+5 eff.) Max.HP +56.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+1 eff.) Acc +20 (+4 eff.) Apr +15 ----- def ----- Defense +10 (+2 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Cyrebrebeth (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) S.pwr/crit +6 Res.pen +15% acid +5% physical ----- def ----- Armour +1 Fatigue +1% Die.at -20.00 life Def/telep +10 Res/telep +10% Dur/telep +10% A cap made of leather. |
Dazzlestun the voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Dex +7 Mag +7 Wil +5 Cun dps ---------- Spell.crit +3% Dmg.mod +20% blight +15% arcane Res.pen +10% light Apr +8 Melee Ret 4 light On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Armour +5 Fatigue +5% Resists +15% light Phys.save +19 (+5 eff.) ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
Dourwaker (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +9 Wil dps ---------- Dmg.mod +18% acid Res.pen +25% acid ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +24% acid +30% temporal +9% darkness +6% blight A suit of armour made of mail. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+2 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 33.19 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
searing voratun mail armour of Eyal (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Arcane/Nature While equipped: dps ---------- Melee+ 15 acid 17 fire Melee Ret 14 acid 12 fire ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +22% acid +23% fire Max.HP +54.00 HP.reg +8.00 Heal.mod +17% A suit of armour made of mail. |
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 (+7 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 (+4 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 98.18 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. |
cleansing drakeskin leather armour of delving (20 def, 8 armour)9.0 T5 light armor [Ego+] Disrupt/Master While equipped: Stats +7 Str ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +12% blight +11% physical +16% darkness +15% nature ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 1.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
multi-hued drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor [Ego+] Nature While equipped: dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +12% acid +9% physical +6% cold +14% lightning +13% fire A suit of armour made of leather. |
prismatic drakeskin leather armour of the void (20 def, 8 armour)9.0 T5 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 8 darkness Ranged+ 8 darkness ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +25% temporal +37% darkness +15% light Def/telep +21 Res/telep +28% Dur/telep +26% Blink to a nearby random location (rad 12) Puts all charms on 25 cooldown A suit of armour made of leather. |
Barkwild (0 def, 14 armour, 44-53 power, 140 block)7.0 T4 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 44.5 - 53.4 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +140 Melee+ +17 cold On Hit.r1 +4 mind On Crit.r2 +20 nature On Hit: * Deal physical damage equal to your armor (81) While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% mind On shield block: * Deals 139 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +14 Fatigue +8% Resists +6% nature +36% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Oluyavon the Sootspawn (0 def, 10 armour, 34-40 power, 114 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 33.5 - 40.2 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +114 On Hit: * 20% chance to reduce all saves and defense by 26 While equipped: dps ---------- Dmg.mod +15% arcane +3% mind ----- def ----- Armour +10 Fatigue +8% Resists +5% arcane +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
voratun shield of the stars (0 def, 10 armour, 70-83 power, 213 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 69.5 - 83.4 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +213 Melee+ +17 light +14 darkness While equipped: Stats +6 Cun +5 Mag dps ---------- Dmg.mod +15% light +14% darkness ----- def ----- Armour +10 Fatigue +8% Resists +14% light +15% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of dragonbone arrows of grasping (23/23, 54-76 power, 18 apr)3.0 T5 arrow ammo [Ego+] Nature Power 54.0 - 75.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 23 On Hit: * 20% chance to create vines that bind the target to the ground dealing 162 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
13 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
993 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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
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. |
2 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 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
nightwalker's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +3 Wil dps ---------- Phys.crit +4.0% Crit.mult +15.00% Phys.pwr +6 (+2 eff.) ----- def ----- Resists +3% all Spell.save +8 (+5 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +7 (+2 eff.) Max.HP +43.00 Heal.mod +14% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
Demonic 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. |
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. |
77 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
2 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. |
2 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
great frost salve [power 20] great frost salve [power 20]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (20% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 285] great healing salve [power 285]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 285 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great water salve [power 20] great water salve [power 20]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (20% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. 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. |
barbed pouch of dwarven-steel shots of paradox (19/19, 42-51 power, 3 apr)3.0 T3 shot ammo [Ego+] Arcane/Master Power 42.5 - 51.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +11.0% Capacity 19 Ranged+ +9 temporal On Hit: * 8% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
plaguebringer's pouch of voratun shots of annihilation (22/22, 60-72 power, 13 apr)3.0 T5 shot ammo [Ego++] Arcane/Master Power 60.0 - 72.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +13 Crit +12.0% Capacity 22 Proj.spd +200% Ranged+ +10 blight On Hit: 20% Epidemic 5 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 14 While equipped: Shots are used with slings to pummel your foes to death. |
sentry's pouch of dwarven-steel shots of daylight (49/49, 40-47 power, 7 apr)3.0 T3 shot ammo [Ego+] Arcane Power 39.5 - 47.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +7 Crit +5.0% Capacity 49 Rld cld 3 Ranged+ +10 light Against +12% Undead While equipped: Shots are used with slings to pummel your foes to death. |
good acid groove0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft lightning coil0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
potent second skin0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% Tinkers can be attached to normal items to improve them with steam power! |
steel grounding strap0.0 T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +12% lightning Stun/Frz- +20% Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulator0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun ----- def ----- Mind.save +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
well-made focus lens0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Tinkers can be attached to normal items to improve them with steam power! |
well-made magnetic shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
piercing iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 132 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+6 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+6 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
4 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. |
5 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. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By I HARDLY KNOW HER the Cornac Annihilator level 38
12nd Dusk 123rd year of Ascendancy at 17:14 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By I HARDLY KNOW HER the Cornac Annihilator level 38
10th Dusk 123rd year of Ascendancy at 20:16 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By I HARDLY KNOW HER the Cornac Annihilator level 43
62nd Dusk 123rd year of Ascendancy at 09:28 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By I HARDLY KNOW HER the Cornac Annihilator level 49
9th Decay 123rd year of Ascendancy at 19:22 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By I HARDLY KNOW HER the Cornac Annihilator level 41
58th Dusk 123rd year of Ascendancy at 18:23 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By I HARDLY KNOW HER the Cornac Annihilator level 40
54th Dusk 123rd year of Ascendancy at 21:44 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By I HARDLY KNOW HER the Cornac Annihilator level 33
4th Mirth 123rd year of Ascendancy at 18:49 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By I HARDLY KNOW HER the Cornac Annihilator level 40
55th Dusk 123rd year of Ascendancy at 06:54 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By I HARDLY KNOW HER the Cornac Annihilator level 34
3rd Dusk 123rd year of Ascendancy at 17:14 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By I HARDLY KNOW HER the Cornac Annihilator level 23
72nd Dusk 122nd year of Ascendancy at 13:02 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By I HARDLY KNOW HER the Cornac Annihilator level 29
6th Allure 123rd year of Ascendancy at 16:29 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By I HARDLY KNOW HER the Cornac Annihilator level 33
5th Flare 123rd year of Ascendancy at 01:17 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 I HARDLY KNOW HER the Cornac Annihilator level 33
2nd Summertide 123rd year of Ascendancy at 01:03 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By I HARDLY KNOW HER the Cornac Annihilator level 10
3rd Mirth 122nd year of Ascendancy at 00:05 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By I HARDLY KNOW HER the Cornac Annihilator level 20
53rd Dusk 122nd year of Ascendancy at 11:46 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By I HARDLY KNOW HER the Cornac Annihilator level 30
6th Regrowth 123rd year of Ascendancy at 16:45 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By I HARDLY KNOW HER the Cornac Annihilator level 40
54th Dusk 123rd year of Ascendancy at 11:03 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By I HARDLY KNOW HER the Cornac Annihilator level 25
21st Haze 122nd year of Ascendancy at 05:57 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By I HARDLY KNOW HER the Cornac Annihilator level 31
9th Regrowth 123rd year of Ascendancy at 11:17 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By I HARDLY KNOW HER the Cornac Annihilator level 27
7th Decay 122nd year of Ascendancy at 21:00 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By I HARDLY KNOW HER the Cornac Annihilator level 40
55th Dusk 123rd year of Ascendancy at 11:18 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By I HARDLY KNOW HER the Cornac Annihilator level 7
79th Pyre 122nd year of Ascendancy at 02:54 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By I HARDLY KNOW HER the Cornac Annihilator level 10
3rd Mirth 122nd year of Ascendancy at 21:42 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By I HARDLY KNOW HER the Cornac Annihilator level 38
52nd Dusk 123rd year of Ascendancy at 01:32 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By I HARDLY KNOW HER the Cornac Annihilator level 15
25th Dusk 122nd year of Ascendancy at 17:45 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By I HARDLY KNOW HER the Cornac Annihilator level 44
25th Haze 123rd year of Ascendancy at 18:14 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By I HARDLY KNOW HER the Cornac Annihilator level 24
73rd Dusk 122nd year of Ascendancy at 15:54 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By I HARDLY KNOW HER the Cornac Annihilator level 18
42nd Dusk 122nd year of Ascendancy at 22:43 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By I HARDLY KNOW HER the Cornac Annihilator level 44
30th Haze 123rd year of Ascendancy at 16:33 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By I HARDLY KNOW HER the Cornac Annihilator level 37
10th Dusk 123rd year of Ascendancy at 05:27 see stats
Log
I HARDLY KNOW HER's Reactive Armor hits Skeleton archer for 136 physical, 17 acid, 4 temporal, 27 nature (184 total damage).
Talent Reactive Armor is ready to use.
Epidemic from Worm that walks hits I HARDLY KNOW HER for (0 exoskeleton), 127 blight (127 total damage).
I HARDLY KNOW HER activates Shockstaff.
I HARDLY KNOW HER activates Shockstaff.
I HARDLY KNOW HER performs a melee critical strike against Gylaith the orc blood mage!
Gylaith the orc blood mage is cut deeply.
I HARDLY KNOW HER hits Gylaith the orc blood mage for 929 lightning, 154 lightning (1083 total damage).
Melee retaliation hits I HARDLY KNOW HER for (6 exoskeleton), 6 fire, (6 exoskeleton), 6 fire (12 total damage).
Skeleton archer resists the fear.
Skeleton archer shoots!
Burning Phosphorous from I HARDLY KNOW HER hits Skeleton archer for 51 fire damage.
Deep Wound from I HARDLY KNOW HER hits Gylaith the orc blood mage for 52 physical damage.
I HARDLY KNOW HER's Rocket Pod performs a ranged critical strike against Skeleton archer!
I HARDLY KNOW HER's Rocket Pod hits Skeleton archer for 333 fire damage.
Gylaith the orc blood mage uses Orcish Fury.
Gylaith the orc blood mage enters a state of bloodlust.
I HARDLY KNOW HER's Rocket Pod killed Skeleton archer!
Skeleton archer's Shoot hits I HARDLY KNOW HER for (10 exoskeleton), 96 physical, (0 exoskeleton), 37 nature (132 total damage).
Gylaith the orc blood mage casts Blood Grasp.
I HARDLY KNOW HER's Rocket Pod performs a ranged critical strike against Gylaith the orc blood mage!
Gylaith the orc blood mage's is vulnerable to attacks and effects!
Gylaith the orc blood mage is less vulnerable.
Gylaith the orc blood mage roars with rage shaking off 1 mental debuffs!
I HARDLY KNOW HER's Rocket Pod hits Gylaith the orc blood mage for 267 fire, 3 acid, 2 temporal, 18 nature, 28 lightning (319 total damage).
Gylaith the orc blood mage's Blood Grasp hits I HARDLY KNOW HER for (0 exoskeleton), 152 blight (152 total damage).
Gylaith the orc blood mage receives 17 healing from Gylaith the orc blood mage's Blood Grasp.
Epidemic from Worm that walks hits I HARDLY KNOW HER for (0 exoskeleton), 127 blight (127 total damage).
I HARDLY KNOW HER the level 49 cornac annihilator was debilitated by noxious blight before falling to death by a worm that walks on level 1 of Rak'shor Pride.
































































































































































