


















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. Ashes of Urh'Rok 1.7.0Official 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:
Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Embers of Rage 1.7.0Official 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:
Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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.
Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Effigy Race 1.3.1Adds the Effigy race, artificial constructs created to carry the spirits of the dead. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. The Returned 1.3.0Adds a new playable race; those returned to life by Eyal as punishment for their sins or reward for their service. Inextricably linked to the cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: Witherer Class 1.5.10The Witherer is a Corruptor that focusses on slowly killing their enemies. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers Empyreal 1.4.0Adds the Empyreal class, using gravity and the new celestial trees from Embers. Errors without it. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack. That said, I don't think the Empyreal is working correctly, and it might be beyond my abilities to fix it. Sorry! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Sawbutcher |
| Level / Exp | 33 / 25% |
| Size | huge |
| Lifes / Deaths | Killed by Weirdling Beast at level 17 on the 22nd Profit 122nd year of Ascendancy at 07:56 0 / 8Killed by armoured skeleton warrior at level 22 on the 30th Iron 123rd year of Ascendancy at 15:08 Killed by emperor wight at level 23 on the 31st Iron 123rd year of Ascendancy at 23:24 Killed by Filio Flightfond at level 23 on the 1st Steel 123rd year of Ascendancy at 04:48 Killed by The Master at level 25 on the 3rd Steel 123rd year of Ascendancy at 09:22 Killed by faerlhing at level 30 on the 17th Voratun 123rd year of Ascendancy at 05:33 Killed by orc pyromancer at level 32 on the 28th Profit 123rd year of Ascendancy at 17:05 Killed by The One That Hunts at level 33 on the 29th Profit 123rd year of Ascendancy at 12:04 |
Primary Stats
| Strength | 152 (base 43) |
| Dexterity | 40 (base 13) |
| Constitution | 95 (base 45) |
| Magic | 27 (base 10) |
| Willpower | 56 (base 10) |
| Cunning | 87 (base 50) |
Resources
| Life | -540/1237 |
| Steam | 100/100 |
| Healing Factor | 1.7512764669488 |
| Regeneration | 15.035631313256 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 178 |
| Accuracy | 59 |
| Crit Chance | 46% |
| APR | 32 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 68 |
| Accuracy | 59 |
| Crit Chance | 44% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +23% |
| Light | +16% |
| Nature | +26% |
| Physical | +11% |
| Fire | +18% |
| All | +6% |
Offense: Damage Penetration
| Lightning | +25% |
| Light | +10% |
| Temporal | +20% |
| Physical | +10% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 32 (30%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 68 |
| Spell Save | 47 |
| Mental Save | 51 |
Defense: Resistances
| Lightning | + 16%( 70%) |
| Light | + 33%( 70%) |
| Nature | + 40%( 70%) |
| Blight | + 14%( 70%) |
| Cold | + 15%( 70%) |
| Fire | + 28%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 45% |
| Instadeath Resistance | 100% |
| Fear Resistance | 60% |
| Disarm Resistance | 80% |
| Poison Resistance | 50% |
| Silence Resistance | 40% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.9 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Willpower 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 153% efficiency and cooldown mod of 66%. 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 142% efficiency and cooldown mod of 91%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.6 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Automated butchery | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
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 killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by onilug. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Constitution by +5. | done |
You failed to protect the repented thief from death by orc grand master assassin. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | 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 upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 8. | 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. | active |
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 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of voratun boots 'Maluregokan' (0 def, 5 armour) 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Wil +6 Mag offense ------ Spellpower +11 (+5 eff.) Ignore resists +20% temporal defense ------ Armor +5 Fatigue -2% Resistance +10% fire +11% cold Physical save +14 (+4 eff.) Stealth +4 other ------- Encumbrance +40 Talents +2 Moss Tread Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 Encumbrance lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(113 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | The Face of Fear (8 def, 0 armour) 2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +16 (+5 eff.) defense ------ Defense +8 (+3 eff.) Silence Resist +40% Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Instill Fear: Effective talent level: 2.4 Power cost 18 out of 45/45. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 19.08 mind and 19.08 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 20% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 20. Terrified: Deals 4.77 mind and 4.77 darkness damage per turn and increases cooldowns by 31%. Haunted: Causes the target to suffer 7.53 mind and 7.53 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
| On hands | storm dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) 1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +10 (+2 eff.) On-Hit 6 lightning Damage +5% lightning defense ------ Armor +2 Fatigue +3% Resistance +7% lightning Disarm Resist +80% other ------- Talents +3 Iron Grip 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. |
| Tool | Ragoziladas the Starbreacher (dig speed 25 turns)3.0 Encumbrance T3 digger tool [Rare] Arcane While equipped: Stats +7 Str +6 Wil offense ------ Physical Crit +5.0% Mind Crit +7% Damage +12% fire Ignore resists +10% light When Hit 4 light 6 cold defense ------ Resistance +12% fire other ------- Light +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of Fate0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +5 Str +2 Wil offense ------ Physical Power +8 (+1 eff.) Spellpower +10 (+5 eff.) Mindpower +8 (+3 eff.) Damage +12% lightning +6% all Ignore resists +25% lightning Accuracy +10 (+2 eff.) Ignore Armor +11 defense ------ Armor +10 Defense +12 (+4 eff.) other ------- Psi when Hit +0.04 Hate-on-crit +1.00 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 | Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con other ------- Talents +1 Unbreakable Will You have set the ring to grant you Unbreakable Will! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
| Around neck | wanderer's steel amulet0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +3 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +1.00 other ------- Stamina/turn +0.30 Amulets make your neck look great! |
| In main hand | truestriking stralite steamsaw of rage (32-48 power, 12 apr) 3.0 Encumbrance T4 steamsaw 1H weapon [Ego++] Master/Steamtech Weapon Damage 32.0 - 48.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +16.0% Attack Speed 100% Block +76 Uses 1.0 Steam While equipped: Stats +5 Str offense ------ Damage +5% physical Ignore resists +10% physical Accuracy +17 (+4 eff.) Ignore Armor +9 defense ------ Armor +5 Defense +8 (+3 eff.) Fatigue +10% other ------- 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! |
| Around waist | drakeskin leather belt 'Poloth' 1.0 Encumbrance T5 belt armor [Random Unique] Master/Psionic While equipped: Stats +5 Dex +4 Cun +3 Con +7 Lck offense ------ Mindpower +8 (+3 eff.) On-Hit (Melee): * 20% chance to slow global speed by 61% defense ------ Defense +14 (+5 eff.) Fatigue -16% Resistance +6% lightning +3% fire +3% nature +10% blight Physical save +12 (+3 eff.) Stealth +19 other ------- Disarm Traps +17 Encumbrance +40 Infravision +5 A belt that goes around your waist. It was hardened by the digestive sack. |
| In off hand | enhanced steel steamsaw of amnesia (13-20 power, 12 apr) 3.0 Encumbrance T2 steamsaw 1H weapon [Ego++] Nature/Psionic/Steamtech Weapon Damage 13.0 - 19.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +14.0% Attack Speed 100% Block +26 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Uses 1.0 Steam While equipped: Stats +5 Str +5 Dex +3 Mag +4 Wil +5 Cun +5 Con defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% other ------- Talents +1 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! |
| Cloak | Serpentine Cloak (20 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+7 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
| Main armor | Rogue Plight (6 def, 7 armour)9.0 Encumbrance T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con defense ------ Armor +7 Defense +6 (+2 eff.) Fatigue +7% Resistance +35% nature Crit Resistance 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Inventory
steam generator implant (steam 9)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 28 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 47 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 5)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 24 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.2 steam per turn. Can be activated for an instant burst of 26 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
heroism infusion of the warrior (die at -927; dur 7; cd 35)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 35 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -927 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2260 life, 17 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 nature talent. |
regeneration infusion of the duelist (heal 416; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 416 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. |
biting gale rune of the psychic (damage 184; dur 4; cd 23)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 23 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 183.59 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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 spell talent. |
shatter afflictions rune (absorb 20; cd 21)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 36; cd 21)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 36 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 38; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 38 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
clarifying gold amulet of strength (+5)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Str defense ------ Resistance +11% mind Confus Resist +27% Amulets make your neck look great! |
starseer's gold amulet of willpower (+1)0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +5 Wil +1 Mag offense ------ Spell Crit +5% Spellpower +4 (+2 eff.) Damage +6% darkness +6% temporal +6% light +6% physical Amulets make your neck look great! |
vitalizing stralite amulet of strength (+4)0.1 Encumbrance T4 amulet jewelry [Ego+] Nature While equipped: Stats +4 Str +3 Con defense ------ Physical save +9 (+3 eff.) Life +46.00 Life Regen +6.00 Amulets make your neck look great! |
gladiator's stralite ring0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: Stats +5 Str +4 Con offense ------ Physical Power +5 (+1 eff.) Rings make your fingers look great! |
psionicist's stralite ring of light (+24%)0.1 Encumbrance T4 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +5 Wil offense ------ Damage +12% light defense ------ Resistance +24% light Mind save +10 (+3 eff.) Rings make your fingers look great! |
warrior's stralite ring of tenacity0.1 Encumbrance T4 ring jewelry [Ego] Master While equipped: Stats +5 Str defense ------ Armor +10 Life +34.00 Disarm Resist +32% Pinning Resist +24% Knockbk Resist +28% Rings make your fingers look great! |
elemental stralite battleaxe of massacre (53-80 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Ego+] Arcane/Master Weapon Damage 53.0 - 79.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On Hit: * Create an explosion dealing 59 fire damage (1/turn) While equipped: offense ------ Damage +17% fire Ignore resists +19% fire Massive two-handed battleaxes. |
stralite battleaxe (46-68 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Normal] Weapon Damage 45.5 - 68.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% Massive two-handed battleaxes. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 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 defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
stralite dagger (32-41 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Normal] Weapon Damage 31.5 - 41.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% Sharp, short and deadly. |
stralite dagger of massacre (34-44 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego] Master Weapon Damage 33.5 - 43.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% Sharp, short and deadly. |
stralite greatmaul (52-78 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Normal] Weapon Damage 52.0 - 78.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% Massive two-handed mauls. |
Cautery Sword (40-56 power, 10 apr)3.0 Encumbrance T3 longsword 1H weapon [Unique] Steamtech Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On Hit: * inflict fire damage based on steampower While equipped: defense ------ Cut Resist +100% This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
Sword of Potential Futures (28-39 power, 10 apr)3.0 Encumbrance T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Weapon Damage 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Spell Crit +5% Spellpower +5 (+2 eff.) Damage +5% temporal defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- 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 untapped potential of time. |
arcing stralite longsword (34-48 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego] Arcane Weapon Damage 34.5 - 48.3 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 59 damage Sharp, long, and deadly. |
Dedication (31-43 power, 6 apr)3.0 Encumbrance T3 mace 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Weapon Damage 31.0 - 43.4 Physical Uses 20% Cun, 90% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +20.0% Attack Speed 100% On-crit, radius 2 +50 manaburn arcane While equipped: defense ------ Resistance +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. |
arcing stralite mace of erosion (37-52 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego] Arcane/Nature Weapon Damage 37.0 - 51.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-hit +9 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 59 damage Blunt and deadly. |
stralite mace of massacre (45-63 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego] Master Weapon Damage 45.0 - 63.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% Blunt and deadly. |
pulsing mindstar (13-14 power, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Normal] Nature Weapon Damage 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
dwarven-steel sceptre (24-33 power, 4 apr) dwarven-steel sceptre (24-33 power, 4 apr)3.0 Encumbrance T3 sceptre 1H weapon [Normal] Weapon Damage 23.5 - 32.9 Physical Uses 50% Mag, 50% Con Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spellpower +9 (+4 eff.) Blunt and deadly. |
glorious stralite sceptre of lightning (34-48 power, 5 apr) glorious stralite sceptre of lightning (34-48 power, 5 apr)3.0 Encumbrance T4 sceptre 1H weapon Reqs Mag 28 [Ego+] Arcane Weapon Damage 34.5 - 48.3 Physical Uses 50% Mag, 50% Con Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +14 lightning While equipped: offense ------ Physical Crit +9.0% Spell Crit +5% Critical power +15.00% Spellpower +12 (+6 eff.) Spellpower/crit +6 Damage +11% lightning Blunt and deadly. |
quick dwarven-steel sceptre of force (24-34 power, 4 apr) quick dwarven-steel sceptre of force (24-34 power, 4 apr)3.0 Encumbrance T3 sceptre 1H weapon [Ego+] Arcane/Master Weapon Damage 24.5 - 34.3 Physical Uses 50% Mag, 50% Con Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 111% On-Hit, radius 1 +8 physical While equipped: Stats +3 Dex offense ------ Spellpower +9 (+4 eff.) Damage +12% physical Accuracy +8 (+2 eff.) Blunt and deadly. |
stralite sceptre (30-42 power, 5 apr) stralite sceptre (30-42 power, 5 apr)3.0 Encumbrance T4 sceptre 1H weapon Reqs Mag 28 [Normal] Weapon Damage 30.0 - 42.0 Physical Uses 50% Mag, 50% Con Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spellpower +12 (+6 eff.) Blunt and deadly. |
enhanced hardened leather sling of enduring4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Ego++] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats +5 Str +3 Dex +8 Mag +13 Wil +8 Cun +12 Con defense ------ Life +42.00 Slings are used to hurl stones or metal shots at your foes. |
mighty hardened leather sling of fire4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +5 fire While equipped: Stats +1 Str offense ------ Physical Power +7 (+1 eff.) Damage +13% fire Slings are used to hurl stones or metal shots at your foes. |
mighty reinforced leather sling of cunning (+4)4.0 Encumbrance T4 sling 1H weapon Reqs Shoot [Ego] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 While equipped: Stats +4 Cun +2 Str offense ------ Physical Power +6 (+1 eff.) Ignore resists +7% physical Slings are used to hurl stones or metal shots at your foes. |
ranger's reinforced leather sling4.0 Encumbrance T4 sling 1H weapon Reqs Shoot [Ego] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +3 Dex Slings are used to hurl stones or metal shots at your foes. |
blighted elven-wood magestaff of the prodigy (25-30 power, 5 apr, cold element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +9 Mag +8 Wil +11 Cun offense ------ Spell Crit +11% Spellpower +18 (+8 eff.) Spellpower/crit +7 Damage +25% cold other ------- Vim-on-crit +3.00 Max vim +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff (25-30 power, 5 apr, cold element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Normal] Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+6 eff.) Damage +25% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff 'Frostquake' (25-30 power, 5 apr, arcane element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Rare] Nature Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +2 Dex +4 Mag +4 Wil offense ------ Spell Crit +4% Critical power +20.00% Spellpower +12 (+6 eff.) Damage +25% arcane +6% cold Ignore resists +15% mind +15% cold defense ------ Defense +9 (+3 eff.) other ------- Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 93.51 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. |
elven-wood magestaff of breaching (25-30 power, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+6 eff.) Damage +25% lightning Ignore resists +12% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff of fate (25-30 power, 5 apr, fire element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Spellpower +12 (+6 eff.) Damage +25% fire defense ------ Physical save +8 (+2 eff.) Spell save +9 (+3 eff.) Mind save +9 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short elven-wood magestaff of illumination (25-30 power, 5 apr, fire element)5.0 Encumbrance T4 staff 1H weapon Reqs Mag 35 [Ego+] Nature/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +6% Physical Power +7 (+1 eff.) Spellpower +19 (+8 eff.) Damage +25% fire Accuracy +8 (+2 eff.) defense ------ Defense +8 (+3 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 93.51 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. |
surging elven-wood starstaff of invocation (25-30 power, 5 apr, physical element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +18 (+8 eff.) Spellpower/crit +15 Damage +25% physical other ------- Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 41.56 to 49.87 physical damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
Malerim4.0 Encumbrance T4 steamgun 1H weapon Reqs Shoot [Rare] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +5 Str offense ------ Physical Power +8 (+1 eff.) On-Hit (Ranged): * 20% chance to reduce all saves and defense by 33 defense ------ Armor +4 Resistance +21% fire Life Regen +4.00 Cut Resist +20% Disarm Resist +20% other ------- Equi when Hit +0.16 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Radharesus the Fogquick4.0 Encumbrance T4 steamgun 1H weapon Reqs Shoot [Rare] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On-Hit, radius 1 +8 darkness +16 lightning Uses 2.0 Steam While equipped: offense ------ Steampower +12 (+4 eff.) Damage +16% physical Ignore resists +25% darkness defense ------ Resistance +3% blight +15% temporal Spell save +9 (+3 eff.) other ------- Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steady stralite steamgun of life draining4.0 Encumbrance T4 steamgun 1H weapon Reqs Shoot [Ego] Arcane/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On-ranged-hit +7 draining blight Uses 2.0 Steam While equipped: offense ------ Physical Crit +3.0% Accuracy +8 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stralite steamgun4.0 Encumbrance T4 steamgun 1H weapon Reqs Shoot [Normal] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
throat-seeking stralite steamgun of enduring4.0 Encumbrance T4 steamgun 1H weapon Reqs Shoot [Ego++] Nature/Disrupt/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On-ranged-hit +15 nature On Crit: * silences the target Uses 2.0 Steam While equipped: Stats +7 Con +10 Wil offense ------ Ignore resists +10% nature defense ------ Life +40.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Overclocked Radius (28-42 power, 19 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Unique] Arcane/Steamtech Weapon Damage 28.0 - 42.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +19 Critical Rate +9.0% Attack Speed 100% Block +50 On Hit: * increase paradox by a random amount On Crit: * increase paradox by a drastic amount with a chance to do an anomaly (0% chance). If anomaly triggers, halve paradox. Uses 1.0 Steam While equipped: defense ------ Armor +7 Defense +10 (+4 eff.) Fatigue +9% Affinity +30% temporal other ------- Talents +2 Block +1 Paradox Pool Attack speed increases with paradox, up to 250% at 1000 paradox. Faced with the petty quandaries of 'conventional physics', some mad tinker must have coated this sawblade with a fine sheathe of dilated time to maximize its speed. There were ...side effects. |
acidic stralite steamsaw (31-46 power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon [Ego] Arcane/Steamtech Weapon Damage 31.0 - 46.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +69 On Crit: * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 Uses 1.0 Steam While equipped: defense ------ Armor +5 Defense +8 (+3 eff.) Fatigue +10% other ------- 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! |
arcing dwarven-steel steamsaw of massacre (28-42 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Weapon Damage 28.0 - 42.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +0 Critical Rate +3.0% Attack Speed 100% Block +48 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 59 damage Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% other ------- 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! |
dwarven-steel steamsaw (22-33 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Normal] Steamtech Weapon Damage 22.0 - 33.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +48 Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% other ------- 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! |
dwarven-steel steamsaw (24-35 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Normal] Steamtech Weapon Damage 23.5 - 35.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +45 Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% other ------- 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! |
acidic stralite waraxe (30-42 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego] Arcane Weapon Damage 30.0 - 42.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Crit: * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 One-handed war axes. |
stralite waraxe (34-47 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Normal] Weapon Damage 33.5 - 46.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% One-handed war axes. |
Band of Protection1.0 Encumbrance T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun offense ------ Steampower +5 (+1 eff.) defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Generate a personal shield that absorbs up to 254 damage and damages attackers striking the wearer for 37 fire damage while it lasts (based on Cunning). Uses 24 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
monstrous hardened leather belt of the giants1.0 Encumbrance T3 belt armor [Ego+] Nature/Master While equipped: Stats +4 Str +4 Con offense ------ Physical Power +15 (+3 eff.) defense ------ Physical save +7 (+2 eff.) Spell save +8 (+3 eff.) other ------- Size +2 A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Defense +10 (+4 eff.) Resistance +15% mind Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 3.0 Power cost 10 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 55 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Pressurizer (8 def, 0 armour)2.0 Encumbrance T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex offense ------ Steam Crit +10% Steampower +10 (+3 eff.) defense ------ Defense +8 (+3 eff.) other ------- Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Normal] While equipped: defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe of light (+22%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Arcane While equipped: offense ------ Damage +15% light defense ------ Resistance +22% light +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Normal] While equipped: defense ------ Resistance +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of darkness (+16%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego] Arcane While equipped: offense ------ Damage +11% darkness defense ------ Resistance +16% darkness +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of hardened leather boots (0 def, 4 armour)2.0 Encumbrance T3 feet armor [Ego] Master While equipped: defense ------ Armor +4 other ------- Infravision +1 A pair of boots made of leather. |
pair of dwarven-steel boots of void walking (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: offense ------ Ignore resists +13% darkness +13% temporal defense ------ Armor +4 Fatigue +3% Resistance +12% darkness +21% temporal Out-of-Phase Defense +16 Out-of-Phase Resistance +12% Out-of-Phase Resilience +14% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Normal] While equipped: defense ------ Armor +3 A pair of boots made of leather. |
pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Normal] While equipped: defense ------ Armor +3 A pair of boots made of leather. |
bladed hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +5 Str defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 536.7 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
bladed hardened leather hat (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +7 Str defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 536.7 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
eldritch cashmere wizard hat of balance (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane/Psionic While equipped: offense ------ Spellpower +7 (+3 eff.) defense ------ Defense +2 (+1 eff.) other ------- Mana/turn +0.90 Mana when Hit +1.60 Equi when Hit +1.20 Psi when Hit +2.00 Hate when Hit +1.40 Max mana +72.00 Manaflow: Puts all charms on 40 cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 11 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
prismatic hardened leather hat of constitution (+4) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats +4 Con defense ------ Armor +3 Fatigue +3% Resistance +12% light +13% darkness A hat made of leather. Very stylish. |
werebeast's hardened leather cap of trickery (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +4 Str +8 Dex +7 Cun +4 Con offense ------ Ignore Armor +5 defense ------ Armor +3 Fatigue +3% A cap made of leather. |
rejuvenating dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego+] Nature While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Life +28.00 Life Regen +5.50 Healmod +11% other ------- Stamina/turn +0.80 A suit of armour made of mail. |
stralite mail armour (4 def, 8 armour)14.0 Encumbrance T4 heavy armor [Normal] While equipped: defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
stralite mail armour (4 def, 8 armour)14.0 Encumbrance T4 heavy armor [Normal] While equipped: defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
enlightening dwarven-steel plate armour of stability (0 def, 11 armour)17.0 Encumbrance T3 massive armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil defense ------ Armor +11 Fatigue +22% Resistance +7% physical Physical save +13 (+4 eff.) Mind save +19 (+6 eff.) A suit of armour made of metal plates. |
impenetrable stralite plate armour of stability (0 def, 24 armour)17.0 Encumbrance T4 massive armor [Ego] Master While equipped: defense ------ Armor +24 Fatigue +22% Resistance +7% physical Physical save +14 (+4 eff.) A suit of armour made of metal plates. |
Piercing Gaze (5 def, 25 armour, 180 block)7.0 Encumbrance T4 shield armor [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * 30% chance of petrifying the attacker. defense ------ Armor +25 Defense +5 (+2 eff.) Ranged Defense +10 (+4 eff.) Fatigue +12% Resistance +10% acid +10% physical +10% lightning +10% fire other ------- Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
crackling stralite shield (0 def, 8 armour, 145 block)7.0 Encumbrance T4 shield armor [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Dex offense ------ When Hit 13 lightning defense ------ Armor +8 Fatigue +8% Resistance +15% lightning other ------- Talents +1 Block Handheld deflection devices. |
stralite shield of the stars (0 def, 8 armour, 143.5 block)7.0 Encumbrance T4 shield armor [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +7 Cun +4 Mag offense ------ Damage +14% light +13% darkness defense ------ Armor +8 Fatigue +8% Resistance +14% light +14% darkness other ------- Talents +1 Block Handheld deflection devices. |
5 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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. |
dwarven-steel pickaxe (dig speed 32 turns)3.0 Encumbrance T3 digger tool [Normal] While equipped: Stats +2 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
5 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Blood-Runed Athame1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Fortune's Eye2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+3 eff.) Ignore Armor +12 defense ------ Defense +12 (+4 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) other ------- See Stealth +12 See Invis +12 Track: Effective talent level: 2.4 Power cost 18 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Orb of Many Ways1.0 Encumbrance 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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
8 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 77% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
potent frost salve [power 14] potent frost salve [power 14]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent healing salve [power 178] potent healing salve [power 178]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 178 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Scattermind (20/20, 17-20 power, 7 apr)3.0 Encumbrance T3 shot ammo [Unique] Nature/Psionic Weapon Damage 17.0 - 20.4 Mind Uses 60% Cun, 60% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
pouch of stralite shots (21/21, 44-53 power, 5 apr)3.0 Encumbrance T4 shot ammo [Normal] Weapon Damage 44.0 - 52.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 21 Shots are used with slings to pummel your foes to death. |
iron grip0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +60% other ------- Talents +1 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
iron rocket boots0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
simple air recycler0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +10% Returns 1 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
evasive elven-wood totem of stinging [power 362] (15 cooldown)2.0 Encumbrance T4 totem charm [Ego+] Nature Sting an enemy dealing 456 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
supercharged elven-wood wand of conjuration [power 425] (19 cooldown)2.0 Encumbrance T4 wand charm [Ego] Arcane Fire a magical bolt dealing 450 cold damage Puts all charms on 19 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Nardid the Dwarf Sawbutcher level 27
33rd Steel 123rd year of Ascendancy at 04:30 see stats
Against all odds
Killed Ukruk in the ambush.By Nardid the Dwarf Sawbutcher level 27
3rd Steel 123rd year of Ascendancy at 21:26 see stats
Arachnophobia
Destroyed the spydric menace.By Nardid the Dwarf Sawbutcher level 31
17th Voratun 123rd year of Ascendancy at 17:06 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Nardid the Dwarf Sawbutcher level 33
29th Profit 123rd year of Ascendancy at 10:04 see stats
Brave new world
Went to the Far East and took part in the war.By Nardid the Dwarf Sawbutcher level 30
16th Voratun 123rd year of Ascendancy at 05:17 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Nardid the Dwarf Sawbutcher level 8
25th Voratun 122nd year of Ascendancy at 01:18 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Nardid the Dwarf Sawbutcher level 29
39th Steel 123rd year of Ascendancy at 06:21 see stats
Exterminator
Killed 1000 creatures.By Nardid the Dwarf Sawbutcher level 19
21st Wealth 122nd year of Ascendancy at 15:46 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Nardid the Dwarf Sawbutcher level 17
22nd Profit 122nd year of Ascendancy at 10:46 see stats
Level 10
Got a character to level 10.By Nardid the Dwarf Sawbutcher level 10
9th Profit 122nd year of Ascendancy at 16:25 see stats
Level 20
Got a character to level 20.By Nardid the Dwarf Sawbutcher level 20
21st Wealth 122nd year of Ascendancy at 22:59 see stats
Level 30
Got a character to level 30.By Nardid the Dwarf Sawbutcher level 30
39th Steel 123rd year of Ascendancy at 07:38 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Nardid the Dwarf Sawbutcher level 19
16th Wealth 122nd year of Ascendancy at 11:43 see stats
Size matters
Did over 600 damage in one attack.By Nardid the Dwarf Sawbutcher level 24
2nd Steel 123rd year of Ascendancy at 12:01 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Nardid the Dwarf Sawbutcher level 29
39th Steel 123rd year of Ascendancy at 07:37 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Nardid the Dwarf Sawbutcher level 5
18th Voratun 122nd year of Ascendancy at 23:52 see stats
That was close
Killed your target while having only 1 life left.By Nardid the Dwarf Sawbutcher level 18
4th Wealth 122nd year of Ascendancy at 04:28 see stats
The secret city
Discovered the truth about mages.By Nardid the Dwarf Sawbutcher level 21
13rd Iron 123rd year of Ascendancy at 23:06 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Nardid the Dwarf Sawbutcher level 28
38th Steel 123rd year of Ascendancy at 13:08 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Nardid the Dwarf Sawbutcher level 18
4th Wealth 122nd year of Ascendancy at 02:21 see stats
Unstoppable
Returned from the dead.By Nardid the Dwarf Sawbutcher level 32
28th Profit 123rd year of Ascendancy at 17:05 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Nardid the Dwarf Sawbutcher level 25
3rd Steel 123rd year of Ascendancy at 11:25 see stats
Log
Poison spore's poison area effect hits The One That Hunts for 0 nature damage.
Orc pyromancer casts Flame.
Nardid performs a melee critical strike against Orc pyromancer!
Orc pyromancer is on fire!
Tempest of Metal performs a melee critical strike against The One That Hunts!
Orc pyromancer slows down.
Tempest of Metal performs a melee critical strike against Orc pyromancer!
The shield around orc pyromancer crumbles.
Orc pyromancer starts to bleed.
Orc pyromancer has temporarily forgotten Command Staff for 4 turns!
Nardid performs a melee critical strike against Orc pyromancer!
Orc pyromancer has temporarily forgotten Fireflash for 4 turns!
Nardid deactivates Saw Wheels.
Nardid performs a melee critical strike against The One That Hunts!
Nardid performs a melee critical strike against The One That Hunts!
You collect a new ingredient: orc heart (1).
Nardid performs a melee critical strike against Orc pyromancer!
Tempest of Metal hits The One That Hunts for 0 physical, 0 lightning, 0 fire, 0 light, 0 physical, 0 lightning, 0 fire, 0 light (0 total damage).
Tempest of Metal hits Orc pyromancer for (62 absorbed), 0 physical, (7 absorbed), 0 lightning, (43 absorbed), 0 fire, (15 absorbed), 0 light, (18 absorbed), 20 physical, 7 lightning, 43 fire, 15 light (85 total damage).
Nardid hits The One That Hunts for 0 physical, 0 lightning, 0 fire, 0 light, 0 physical, 0 lightning, 0 fire, 0 light (0 total damage).
Nardid hits Orc pyromancer for (323 absorbed), 0 physical, (7 absorbed), 0 lightning, (43 absorbed), 0 fire, (15 absorbed), 0 light, 110 physical, 7 lightning, 43 fire, 15 light, 588 physical (762 total damage).
Nardid killed Orc pyromancer!
Bone giant resists the freeze!
Nardid resists the effect 'Frozen'!
Something hits Nardid for 422 cold damage.
Something hits Bone giant for (247 absorbed), 0 cold (0 total damage).
The One That Hunts casts Crumble.
The One That Hunts hits Nardid for 285 darkness damage.
Nardid the level 33 dwarf sawbutcher was swallowed by the void to death by a The One That Hunts on level 2 of Vor Armoury.















































































































































