










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Select your Escorts 1.5.10Allows 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 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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 1.5.10This 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 37 / 27% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Gille the elven cultist at level 25 on the 10th Regrowth 123rd year of Ascendancy at 16:30 5 / 2Killed by orc necromancer at level 37 on the 8th Flare 123rd year of Ascendancy at 15:16 |
Primary Stats
| Strength | 118 (base 60) |
| Dexterity | 72 (base 34) |
| Constitution | 75 (base 30) |
| Magic | 47 (base 35) |
| Willpower | 27 (base 12) |
| Cunning | 36 (base 12) |
Resources
| Life | 1377/1377 |
| Positive | 60/148 |
| Stamina | 264/264 |
| Steam | 100/100 |
| Healing Factor | 1.6679591836735 |
| Regeneration | 13.760663265306 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 21 |
| Infravision | 7 |
| See Stealth | 44 |
| See Invisible | 29 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 213 |
| Accuracy | 60 |
| Crit Chance | 53% |
| APR | 82 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Light | +20% |
| Mind | +3% |
| Physical | +9% |
| Fire | +22% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +25% |
| Lightning | +25% |
| Fire | +20% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 54.628835556798 (30%) |
| Defense | 51 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 60 |
| Spell Save | 45 |
| Mental Save | 42 |
Defense: Resistances
| Cold | + 32%( 70%) |
| Lightning | + 59%( 70%) |
| Light | + 24%( 70%) |
| Temporal | + 43%( 70%) |
| Darkness | + 25%( 70%) |
| Physical | + 19%( 70%) |
| Fire | + 56%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Disarm Resistance | 100% |
| Confusion Resistance | 49% |
| Knockback Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 99% |
Inscriptions (3/3)
| 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 150% efficiency and cooldown mod of 58%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 508 damage for 5 turns. 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 171% efficiency and cooldown mod of 56%. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Bloodthirst | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Two-handed assault | 1.20 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Shield defense | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Shield of Light |
| talent | Shield Wall |
| talent | Lacerating Strikes |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is surrounded by a magical shield, absorbing 508/508 damage before it crumbles. Damage Shield |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the lost tinker to the recall portal on level 8 of Dreadfell. Escort: lost tinker (level 8 of Dreadfell)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)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 Daikara. Escort: lost warrior (level 2 of Daikara)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 Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by multi-hued crystal. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | 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 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 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 297. | 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 Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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! | 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 | Anti-Gravity Boots (8 def, 8 armour) 3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+2 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Phys.save +15 (+3 eff.) Pinning- +75% Knockbk- +25% Teleport- +100% These boots have a 10% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (50 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (88 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Light source | Bokurek the alchemist's lamp 1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +20% light ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+2 eff.) Resists +6% lightning Crit.dmg- 15.00% Mind.save +30 (+10 eff.) Blind- +38% Confus- +39% Pinning- +10% Teleport- +40% ---------- misc Light +13 See.Stealth +27 See.Invis +14 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Shockstun' (0 def, 7 armour) 3.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +7 Str +7 Dex +3 Wil +3 Cun dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +15% lightning Acc +25 (+6 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +7 Fatigue +4% Resists +3% temporal ---------- misc Light +7 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This item has been sent to the Item's Vault. |
| On hands | Snow Giant Wraps (0 def, 2 armour) 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. The set is complete. While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +2 Resists +10% lightning +10% cold Phys.save +10 (+2 eff.) Max.HP +60.00 Disarm- +100% Knockbk- +50% ---------- misc Talents +5 Iron Grip Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 200.29 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. This item has been sent to the Item's Vault. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +2 Str +2 Dex dps ---------- Crit.mult +3.00% Dmg.mod +12% fire Acc +13 (+3 eff.) Apr +10 ----- def ----- Defense +9 (+3 eff.) Resists +2% physical +24% fire Max.HP +69.00 HP.reg +1.20 Heal.mod +17% ---------- misc Stam/turn +0.20 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? This item has been sent to the Item's Vault. |
| On fingers | gold ring 'Skybloom'0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Res.pen +25% lightning +20% fire +20% nature On Hit (Melee): * Slows global speed by 30% * 30% chance to daze at end of turn ----- def ----- Resists +6% lightning +9% fire Blind- +35% ---------- misc Infravis +5 See.Stealth +17 See.Invis +15 Rings can have magical properties. |
| Around neck | Eclipsenull0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +4 Wil +4 Cun +4 Con dps ---------- Mov.spd +10% Dmg.mod +3% mind Res.pen +25% darkness Melee Ret 4 mind On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Fatigue -4% Resists +10% light +12% darkness HP.reg +0.50 Blind- +26% ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
| In main hand | Borosk's Hate (60-96 power, 42 apr) 3.0 T5 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +42 Crit +30.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con dps ---------- Crit.mult +0.00% ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. This item has been sent to the Item's Vault. |
| Around waist | Mighty Girdle 1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. The set is complete. While equipped: ----- def ----- Armour +4 Fatigue -20% Max.HP +100.00 Knockbk- +40% ---------- misc Max.enc +70 Size +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. This item has been sent to the Item's Vault. |
| In off hand | Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) 7.0 T5 shield armor [Unique] Arcane When used to Attack: Power 50.0 - 60.0 Temporal Uses 20% Mag, 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: dps ---------- Spell.pwr +12 (+4 eff.) Melee Ret 25 lightning ----- def ----- Armour +4 Defense +8 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +0% Resists +30% temporal Dmg.red +20 all Spell.save +20 (+7 eff.) Proj.slow +50% ---------- misc Talents +5 Block On block: Unleash a lightning nova of radius equal to the tinker tier. Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. This item has been sent to the Item's Vault. |
| Cloak | cashmere cloak 'Glorirawyn' (10 def, 7 armour) 2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +3 Dex +2 Cun +1 Con dps ---------- Dmg.mod +9% physical Acc +5 (+1 eff.) Apr +3 ----- def ----- Armour +7 Defense +10 (+3 eff.) Resists +30% lightning +10% cold Phys.save +7 (+1 eff.) HP.reg +0.60 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 | Behemoth Hide (4 def, 6 armour) 9.0 T2 light armor [Unique] Master While equipped: Stats +12 Str +10 Dex +10 Mag +10 Wil +10 Cun +12 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +0.70 Poison- +0% Disease- +0% Cut- +0% Knockbk- +10% ---------- misc Max.enc +20 Stam/turn +0.70 Max.stam +43.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... This item has been sent to the Item's Vault. |
Inventory
medical injector implant (efficiency 101% / cooldown 50%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 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 101% efficiency and cooldown mod of 50%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. This item has been sent to the Item's Vault. |
medical injector implant (efficiency 121% / cooldown 54%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 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 121% efficiency and cooldown mod of 54%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 146% / cooldown 62%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 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 146% efficiency and cooldown mod of 62%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 148% / cooldown 91%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 148% efficiency and cooldown mod of 91%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 216% / cooldown 63%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 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 216% efficiency and cooldown mod of 63%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 6)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.1 steam per turn. Can be activated for an instant burst of 31 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the warrior (heal 397)0.1 T1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 397 and cleanse 1 wound and 1 poison effect. 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. |
healing infusion of the warrior (heal 390)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 390 and cleanse 1 wound and 1 poison effect. 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 duelist (heal 554 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 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 554 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 ability. |
regeneration infusion of the duelist (heal 461 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 461 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 ability. |
regeneration infusion of the psychic (heal 254 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 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 254 life over 5 turns. Its effects scale with your Willpower 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 titan (heal 690 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 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 690 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 585 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 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 585 life over 5 turns. Its effects scale with your Magic 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 duelist (range 15; power 39; dur 5)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 39%, your defense is increased by 39 and all your resistances by 39%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 15; power 37; dur 4)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 37%, your defense is increased by 37 and all your resistances by 37%. 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. |
phase door rune of the warrior (range 16; power 56; dur 4)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 16. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 56%, your defense is increased by 56 and all your resistances by 56%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 11; power 34; 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 11. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 10; power 29; 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 10. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 346 for 5 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 346 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: 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. |
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. |
6 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. |
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. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 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... |
copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets 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. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.22 cold and 12.23 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
conjurer's gold ring of blinding strikes0.1 T3 ring jewelry [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+3 eff.) Melee+ 32 light Ranged+ 20 light On Hit (Melee): * 10% chance to blind On Hit (Ranged): * 16% chance to blind Rings can have magical properties. |
gladiator's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +6 (+1 eff.) Acc +9 (+2 eff.) Apr +10 ----- def ----- Defense +7 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. 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. Rings can have magical properties. This item has been sent to the Item's Vault. |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) Rings can have magical properties. |
psionicist's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) HP.reg +1.00 Stun/Frz- +20% Rings can have magical properties. |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings can have magical properties. |
titan's gold ring of clarity0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+2 eff.) Mind.save +7 (+2 eff.) Confus- +23% Rings can have magical properties. |
wizard's copper ring of perseverance0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) HP.reg +0.90 Stun/Frz- +22% Rings can have magical properties. |
acidic voratun battleaxe of vileness (55-82.5 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego] Arcane Power 55.0 - 82.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +20 acid +34 blight On Hit: * 28% chance to disease On Crit: * splashes the target with acid Massive two-handed battleaxes. |
Dagger of the Past (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Shantiz the Stormblade (15-19.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Silent Blade (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 55% Dex Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Spelldrinker (27-35.1 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 45% Str, 5% Mag, 55% Dex Acc+ +0.5% APR / acc Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Dream Malleus (56-84 power, 5 apr)5.0 T4 greatmaul 2H weapon [Unique] Master/Psionic Power 56.0 - 84.0 Physical Uses 70% Wil, 70% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Melee+ +29 mind On Hit: * 19% chance to cause random gloom * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +6 Dex +2 Wil +2 Cun dps ---------- Mind.crit +5% Mind.pwr +15 (+8 eff.) Dmg.mod +10% physical +10% mind +12% temporal Acc +7 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +32% ---------- misc Psi/turn +0.10 Talents +3 Dream Smith's Hammer +3 Hammer Toss Cooldown Hammer Toss -2 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
Unstoppable Mauler (48-72 power, 15 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +15 Crit +3.0% Atk.spd 100% On Hit: 15% Sunder Armour 3 While equipped: dps ---------- Acc +20 (+5 eff.) ----- def ----- Pinning- +100% Knockbk- +100% Fearless Cleave: Level 3.6 Pwr.cost 18 out of 18/18. Range melee/personal Travel.spd instantaneous Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 163% weapon damage. If you failed to move the damage is instead 82%. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
glacial voratun greatmaul of erosion (70-105 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego+] Nature Power 70.0 - 105.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +19 nature +17 temporal On Crit.r2 +17 ice While equipped: dps ---------- Res.pen +14% cold ----- def ----- Armour +14 Massive two-handed mauls. |
Colaryem (48-76.8 power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. This item has been sent to the Item's Vault. |
arcing dwarven-steel greatsword of massacre (52-83.2 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 52.0 - 83.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed swords. |
plaguebringer's stralite greatsword of evisceration (51-81.6 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Arcane/Master Power 51.0 - 81.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +21 blight On Hit: 10% Epidemic 4 On Hit: * 19% chance to disease On Crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +17 (+3 eff.) ----- def ----- Disease- +35% Massive two-handed swords. |
Merkul's Second Eye4.0 T3 longbow 2H weapon Reqs Shoot [Unique] Arcane Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Dedication (31-43.4 power, 6 apr)3.0 T3 mace 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Cun, 90% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +20.0% Atk.spd 100% On Crit.r2 +50 manaburn arcane While equipped: ----- def ----- Resists +15% arcane +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
Berylen the living mindstar (15.5-17.05 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature This harmonious mindstar will complement other natural mindstars. Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +24 mind While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Resists +10% nature +6% blight Mind.save +48 (+16 eff.) Die.at -40.00 life Cut- +10% ---------- misc Equi/ret +2.30 Masteries +0.20 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Voriserin (13-14.3 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Rare] Nature/Psionic This mindstar projects psionic energy if enough is absorbed. Power 13.0 - 14.3 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Mind.crit +4% Mind.pwr +8 (+4 eff.) S.pwr/crit +6 Dmg.mod +20% lightning +21% fire +24% acid +21% cold Melee Ret 16 acid ----- def ----- Resists +9% acid Spell.save +30 (+10 eff.) ---------- misc Mana/s.crit +3.00 Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
drakeskin leather sling4.0 T5 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.1% dam / acc Atk.spd 125% Range +10 Slings are used to hurl stones or metal shots at your foes. |
Overburst4.0 T4 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Dmg.mult 120% Range +7 Proj.spd +600% On Hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. Uses 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
Frostbite (18-27 power, 12 apr)3.0 T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 18.0 - 27.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +12 Crit +3.0% Atk.spd 100% Block +60 Dmg.conv 50% ice Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +7 (+2 eff.) Fatigue +9% Ice.pen +40% ---------- misc Talents +1 Block Fashioned from magical ice, and perfect for carving ice - especially ice with someone else inside it. |
acidic stralite steamsaw (31-46.5 power, 19 apr)3.0 T4 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 31.0 - 46.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +66 Melee+ +15 acid On Crit: * splashes the target with acid Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- 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! |
voratun steamsaw 'Brandlash' (55-82.5 power, 25 apr)3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 55.0 - 82.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +97 Melee+ +20 blight On Hit.r1 +8 arcane On Hit: 10% Epidemic 5 On Hit: * 15% chance to disease Uses 1.0 Steam When used to Attack: Melee+ +18 acid While equipped: Stats +6 Con dps ---------- Dmg.mod +3% fire Res.pen +10% arcane +15% fire On Melee Ret: * 16% chance to corrode armour by 30% ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +19% acid +3% fire Disease- +35% ---------- 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! |
Blood-Letter (33-46.2 power, 4.5 apr)3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Ce'Nythra the voratun waraxe (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 40.0 - 56.0 Temporal Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +30 cold On Crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing While equipped: Stats +5 Mag +5 Wil dps ---------- Phys.crit +13.0% Phys.pwr +10 (+2 eff.) Spell.pwr +12 (+4 eff.) ----- def ----- Resists +12% blight +2% physical Crit.dmg- 15.00% Mind.save +3 (+1 eff.) One-handed war axes. |
Focus Whip (19-20.9 power, 7 apr)3.0 T3 whip 1H weapon [Unique] Psionic Power 19.0 - 20.9 Mind Uses 20% Wil, 10% Cun, 70% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Acc uses Wil Apr +7 Crit +5.0% Atk.spd 125% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+5 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 10 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
nightruned hardened leather belt of the giants1.0 T3 belt armor [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Resists +10% light +7% darkness Spell.save +7 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Serpentine Cloak (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun +5 Con dps ---------- Res.pen +15% nature ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.10 Cunning/Stealth Phase Door: Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Teleports you randomly within a small range of up to 9 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
thick linen cloak of battle (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +1 (+0 eff.) ----- def ----- Armour +5 Defense +1 (+0 eff.) Fatigue -2% Resists +0% lightning +10% cold Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Firewalker (8 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +0 Str +0 Dex +6 Mag +0 Wil +6 Cun +0 Con dps ---------- Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +8 (+2 eff.) Resists +20% fire -10% cold This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Mayuvena (14 def, 4 armour)2.0 T5 cloth armor [Rare] Arcane While equipped: Stats +5 Dex +6 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +18% temporal ----- def ----- Armour +4 Defense +14 (+4 eff.) Rng.Def +9 (+2 eff.) Resists +6% acid +18% temporal Phys.save +30 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Flowershaper (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid Res.pen +10% acid Melee Ret 16 acid On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +6% cold Phys.save +0 (+0 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold Phys.save +0 (+0 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
rough leather gloves 'Morbusworth' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% nature Res.pen +5% nature ----- def ----- Armour +1 Resists +6% nature +6% darkness Phys.save +6 (+1 eff.) HP.reg +1.00 Cut- +5% ---------- misc Stam/turn +0.60 Max.stam +12.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Corruptionbreak (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +1 Fatigue +1% Resists +9% nature +10% light +10% darkness A cap made of leather. |
Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Helm of the Dominated (0 def, 9 armour)3.0 T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+4 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
grounding rough leather hat of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal A hat made of leather. Very stylish. |
rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather hat 'Blindsquall' (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature Res.pen +15% light +5% nature On Hit (Melee): * 30% chance to blind ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A hat made of leather. Very stylish. |
thaloren drakeskin leather hat (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +5 Wil ----- def ----- Armour +5 Fatigue +5% Resists +7% blight Mind.save +5 (+2 eff.) A hat made of leather. Very stylish. |
Ararin the Mirefoe (4 def, 15 armour)14.0 T4 heavy armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +5% nature Melee Ret 12 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +15 Defense +4 (+1 eff.) Fatigue +9% Resists +23% lightning +5% arcane Phys.save +9 (+2 eff.) Max.HP +64.00 HP.reg +2.20 Heal.mod +18% A suit of armour made of mail. |
spiked voratun mail armour of cold resistance (5 def, 10 armour)14.0 T5 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 13 physical ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +16% Resists +22% cold A suit of armour made of mail. |
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 (+3 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
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 (+3 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. This item has been sent to the Item's Vault. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 49.58 physical damage, inflicting bleeding for another 24.79 damage over 5 turns. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into an armour. |
drakeskin leather armour 'Scorpionmight' (23 def, 8 armour)9.0 T5 light armor [Random Unique] Arcane/Master While equipped: Stats +9 Str +7 Mag +8 Wil dps ---------- Phys.crit +17.0% Spell.crit +9% Mind.crit +8% Phys.pwr +21 (+4 eff.) Spell.pwr +21 (+7 eff.) Mind.pwr +21 (+11 eff.) Dmg.mod +6% nature Apr +15 ----- def ----- Armour +8 Defense +23 (+7 eff.) Rng.Def +9 (+2 eff.) Fatigue +8% Resists +15% lightning +26% cold +6% acid Crit.dmg- 15.00% Die.at -60.00 life Cut- +5% Silence- +10% ---------- misc Stam/turn +1.50 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 162 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
rejuvenating hardened leather armour of Eyal (3 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Max.HP +69.00 HP.reg +5.10 Heal.mod +16% ---------- misc Stam/turn +1.10 A suit of armour made of leather. |
Therapeutic Platemail (4 def, 10 armour)12.0 T2 massive armor Reqs Heavy Armour Training 3 [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+5 eff.) ----- def ----- Armour +10 Defense +4 (+1 eff.) Fatigue +22% Resists +15% cold +10% fire Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Lorigorig (10 def, 2 armour, 48.5-58.2 power, 139.5 block)7.0 T4 shield armor [Rare] Arcane When used to Attack: Power 48.5 - 58.2 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +140 Melee+ +18 lightning While equipped: Stats +4 Dex dps ---------- Mind.crit +6% Dmg.mod +9% acid Melee Ret 20 mind On Hit (Melee): * 30% chance to corrode armour by 30% On Melee Ret: * 14% chance to daze at end of turn ----- def ----- Armour +2 Defense +10 (+3 eff.) Rng.Def +10 (+2 eff.) Fatigue +14% Resists +18% lightning +6% acid Heal/summ +30 ---------- misc Talents +4 Block Handheld deflection devices. |
Titanic (20 def, 18 armour, 48-57.6 power, 320 block)7.0 T3 shield armor [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+6 eff.) Rng.Def +10 (+2 eff.) Fatigue +30% ---------- misc Talents +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Xanunn the voratun shield (12 def, 3 armour, 66-79.2 power, 219.5 block)7.0 T5 shield armor [Random Unique] Arcane/Master When used to Attack: Power 66.0 - 79.2 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +5.0% Block +220 Melee+ +12 acid On Hit: * reduce the cooldown of your ward talent by 1 While equipped: Stats +2 Str +1 Dex +4 Cun dps ---------- Melee Ret 0 lightning ----- def ----- Armour +3 Defense +12 (+4 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +26% fire ---------- misc See.Invis +3 Wards +9 lightning +11 temporal +8 blight +10 fire +7 cold Talents +2 Ward +5 Block Handheld deflection devices. |
283 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. This item has been sent to the Item's Vault. |
5 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
8 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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 See.Stealth +0 Call light (80 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
survivor's alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: dps ---------- Dmg.mod +0% light ----- def ----- Phys.save +7 (+1 eff.) Max.HP +49.00 Heal.mod +13% ---------- misc Light +3 See.Stealth +0 A normal brass lantern, enhanced by alchemy to make it brighter. This item has been sent to the Item's Vault. |
survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+1 eff.) Heal.mod +12% ---------- 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 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. |
7 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. |
4 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. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 480.68 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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 388.00 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 33] amazing fiery salve [power 33]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 171% efficiency and 56% cooldown modifier. Remove 3 magical effects and grants a fiery aura (33% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. This item has been sent to the Item's Vault. |
amazing frost salve [power 33] amazing frost salve [power 33]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 171% efficiency and 56% cooldown modifier. Remove 3 physical effects and grants a frost aura (33% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. This item has been sent to the Item's Vault. |
amazing healing salve [power 474] amazing healing salve [power 474]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 171% efficiency and 56% cooldown modifier. Heal 474 Puts Talent Medical Injector on 15 cooldown Medical salve. This item has been sent to the Item's Vault. |
amazing pain suppressor salve [power 414] amazing pain suppressor salve [power 414]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 171% efficiency and 56% cooldown modifier. Let you fight up to -414 life and reduces all damage by 23% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. This item has been sent to the Item's Vault. |
amazing water salve [power 33] amazing water salve [power 33]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 171% efficiency and 56% cooldown modifier. Remove 3 mental effects and grants a water aura (33% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. This item has been sent to the Item's Vault. |
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. |
Spider's Fangs (20/20, 22-26.4 power, 8 apr)3.0 T4 shot ammo [Unique] Nature/Steamtech Power 22.0 - 26.4 Nature Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +8 Crit +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
voratun crystal edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: dps ---------- Crit.mult +15.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+4 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
dragonbone totem of thorny skin [power 69] (20 cooldown)2.0 T5 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 69 and armour hardiness by 70% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
natural dragonbone totem of cure ailments [power 5] (10 cooldown)2.0 T5 totem charm [Ego] Nature Remove up to 5 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 17 equilibrium. Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 109 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
6 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. |
2 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. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Kogre TwoHanded&Shield the Ogre Adventurer level 31
63rd Regrowth 123rd year of Ascendancy at 08:50 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Kogre TwoHanded&Shield the Ogre Adventurer level 31
61st Regrowth 123rd year of Ascendancy at 05:47 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Kogre TwoHanded&Shield the Ogre Adventurer level 36
56th Pyre 123rd year of Ascendancy at 19:40 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Kogre TwoHanded&Shield the Ogre Adventurer level 33
75th Regrowth 123rd year of Ascendancy at 12:08 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Kogre TwoHanded&Shield the Ogre Adventurer level 12
19th Dusk 122nd year of Ascendancy at 12:42 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Kogre TwoHanded&Shield the Ogre Adventurer level 34
78th Regrowth 123rd year of Ascendancy at 06:40 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Kogre TwoHanded&Shield the Ogre Adventurer level 18
64th Haze 122nd year of Ascendancy at 13:36 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Kogre TwoHanded&Shield the Ogre Adventurer level 17
79th Dusk 122nd year of Ascendancy at 04:05 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Kogre TwoHanded&Shield the Ogre Adventurer level 22
3rd Regrowth 123rd year of Ascendancy at 04:19 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Kogre TwoHanded&Shield the Ogre Adventurer level 26
44th Regrowth 123rd year of Ascendancy at 22:52 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Kogre TwoHanded&Shield the Ogre Adventurer level 18
79th Dusk 122nd year of Ascendancy at 20:50 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Kogre TwoHanded&Shield the Ogre Adventurer level 33
73rd Regrowth 123rd year of Ascendancy at 15:50 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Kogre TwoHanded&Shield the Ogre Adventurer level 10
4th Dusk 122nd year of Ascendancy at 21:05 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Kogre TwoHanded&Shield the Ogre Adventurer level 20
67th Haze 122nd year of Ascendancy at 09:03 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Kogre TwoHanded&Shield the Ogre Adventurer level 30
57th Regrowth 123rd year of Ascendancy at 10:52 see stats
Lucky Girl (Nightmare (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Kogre TwoHanded&Shield the Ogre Adventurer level 31
65th Regrowth 123rd year of Ascendancy at 12:50 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Kogre TwoHanded&Shield the Ogre Adventurer level 14
63rd Dusk 122nd year of Ascendancy at 15:43 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Kogre TwoHanded&Shield the Ogre Adventurer level 25
13rd Regrowth 123rd year of Ascendancy at 13:58 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Kogre TwoHanded&Shield the Ogre Adventurer level 24
9th Regrowth 123rd year of Ascendancy at 23:58 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Kogre TwoHanded&Shield the Ogre Adventurer level 16
74th Dusk 122nd year of Ascendancy at 21:35 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Kogre TwoHanded&Shield the Ogre Adventurer level 35
49th Pyre 123rd year of Ascendancy at 00:27 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Kogre TwoHanded&Shield the Ogre Adventurer level 24
9th Regrowth 123rd year of Ascendancy at 23:58 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Kogre TwoHanded&Shield the Ogre Adventurer level 5
3rd Mirth 122nd year of Ascendancy at 11:29 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Kogre TwoHanded&Shield the Ogre Adventurer level 12
42nd Dusk 122nd year of Ascendancy at 16:46 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Kogre TwoHanded&Shield the Ogre Adventurer level 18
34th Haze 122nd year of Ascendancy at 19:41 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Kogre TwoHanded&Shield the Ogre Adventurer level 27
46th Regrowth 123rd year of Ascendancy at 08:10 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Kogre TwoHanded&Shield the Ogre Adventurer level 18
7th Haze 122nd year of Ascendancy at 20:22 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Kogre TwoHanded&Shield the Ogre Adventurer level 30
60th Regrowth 123rd year of Ascendancy at 22:38 see stats
Log
Kogre TwoHanded&Shield hits Orc corruptor for 162 temporal damage.
Shield of Light hits Orc corruptor for 479 light damage.
Kogre TwoHanded&Shield receives 20 healing from Shield of Light.
Shield of Light killed Orc corruptor!
You pickup 0.70 gold pieces.
Kogre TwoHanded&Shield is no longer cursed.
Burning from Orc corruptor hits Kogre TwoHanded&Shield for (20 resist armour), 44 fire (44 total damage).
Kogre TwoHanded&Shield receives 11 healing from Shield of Light.
You hear a mechanism clicking.
Resting starts...
Kogre TwoHanded&Shield stops burning.
Talent Shield Pummel is ready to use.
Talent Death Dance is ready to use.
Talent Repulsion is ready to use.
Talent Assault is ready to use.
Talent Rune: Shielding is ready to use.
Talent Shield Slam is ready to use.
Rested for 8 turns (stop reason: all resources and life at maximum).
Kogre TwoHanded&Shield no longer revels in blood quite so much.
Kogre TwoHanded&Shield casts Rune: Shielding.
A shield forms around Kogre TwoHanded&Shield.
Ran for 32 turns (stop reason: hostile spotted to the east (bone giant)).
Kogre TwoHanded&Shield deactivates Shield Wall.
The shield around Kogre TwoHanded&Shield crumbles.
Kogre TwoHanded&Shield deactivates Shield of Light.
Kogre TwoHanded&Shield deactivates Lacerating Strikes.































































































































































