













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Additional Randart Properties 1.5.5 Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Highblade Class 1.3.1Adds the Highblade class, a very focused arcane blade-style class, using primarily cold and lightning magic, alongside wind. Contains several blatant references. FlexSpec Respec Limitation Relaxer 1.5.5Dread Necromancer 1.5.10The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Unrandom Egos 1.5.5No wide random numerical ranges on ego modifiers. High Guard 1.6.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Spell Merchants 1.0.1 Forbidden Cults 1.6.0Official 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.
Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Moderately Generous Levels 1.5.10Is moderately generous with talents, types and stat points for each level gained. + 0.2% resist all per level upto level 50. +0.1% resist all per level at levels 51+ + 2 to all saves per level upto level 50. +1 to all saves per level at levels 51+ + 5 to MaxHP per level 4 stat points per level. Cash Grab 1.4.8Reduces value reductions from zones. Feel free to comment, but bear in mind that this is designed for people who WANT to grind for insanely specific end-game loot. If you don't wanna do that, don't download the mod. Those value penalties were put in to discourage a specific style of play, this addon is for people who wanna do that style of play anyway. TODO: Farportals. I've found the code but don't want to overload the large piece of code it's in, and I don't seem to be able to superload the things that define Farportal value. Infinite Alchemy 1.2.5Adds an alchemy table to the Infinite Dungeon, that appears with roughly a 50% chance at each floor. Here you are allowed to brew potions (similar to those achievable from the alchemical brotherhood) and transmute items into artifacts (rewards and costs are somewhat similar to the quest-mechant from Last Hope, though there is a price-scale). Depending on what you pay for, transmuted items keep their item tier (option: lesser) get a bonus of one (option: greater) or two (option: superior) item tiers. When transmuting tier 5 (option: greater) or tier 4 and higher (option: superior) items, these become extraordinarily powerful. Version 1.1 Brewing potions additionally consumes gold now (starts at 0, +125 / created potion) Possessor Bonus Class 1.6.0Donators/Buyers bonus! Store Restocker 1.5.5Improved Stores - fix 1.5.5Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. This is a tweak to Improved Stores by Razakai ( https://te4.org/games/addons/tome/improvedstores ) to make it minimally invasive. It should be compatible with just about anything that modifies Last Hope or stores. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Embers of Rage 1.6.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Ashes of Urh'Rok 1.6.0Official 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 1.6.0Donators/Buyers bonus! EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Kestin Highfin's Vault 1.0.0A five floor dungeon in the Far East, filled with undead, demons, and treasure beyond imagination. These are the vaults of fabled explorer Kestin Highfin, and hidden in their depths are artifacts not seen by the eyes of the living in many years. Dare you brave the depths in search of these treasures? There may be some ahead of you, already searching themselves... Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. The Crucible 1.3.1As I'm bad at descriptions, heres the in-game description that you'll get whenever you want to forge an item for more information; This process will transplant all egos from the 2 altars on the outside, onto the center item. This process will use Fortress energy. (Ranged weapons of any sort (including ammo) is not recommended, but not disallowed. Use at your own risk.) Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Storm Reward 1.5.5Adds the Spell/Storm tree as a reward from Angolwen for completing the Tempest Peak quest with them, to match the earning of the Fungus tree by Antimagic characters. |
| Campaign | Orcs |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Gunslinger |
| Level / Exp | 50 / 2441% |
| Size | huge |
| Lifes / Deaths | Killed by Adarthel the shalore at level 27 on the 20th Revenge 124th year of Ascendancy at 14:15 3 / 6Killed by Nektosh the One-Horned at level 29 on the 36th Revenge 124th year of Ascendancy at 14:50 Killed by Doier the human at level 36 on the 8th Loss 124th year of Ascendancy at 19:13 Killed by ritch flamespitter at level 42 on the 28th Remembrance 125th year of Ascendancy at 20:38 Killed by Rmiar the human at level 46 on the 15th Retaking 125th year of Ascendancy at 15:56 Killed by Salobretta the mecharachnid flame thrower at level 49 on the 31st Revenge 125th year of Ascendancy at 03:15 |
Primary Stats
| Strength | 151 (base 26) |
| Dexterity | 108 (base 60) |
| Constitution | 79 (base 46) |
| Magic | 94 (base 60) |
| Willpower | 51 (base 26) |
| Cunning | 108.2 (base 60) |
Resources
| Life | 1778/1778 |
| Paradox | 537 |
| Steam | 110/110 |
| Healing Factor | 1.975662650602 |
| Regeneration | 46.921987951798 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 2 |
| Infravision | 23 |
| See Stealth | 70.800400307243 |
| See Invisible | 77.800400307243 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 129 |
| Accuracy | 73 |
| Crit Chance | 66% |
| APR | 44 |
| Speed | 1.50 |
Offense: Spell
| Spellpower | 75 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Mind
| Mindpower | 85 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +30% |
| Physical | +20% |
| Fire | +20% |
| All | +10% |
Offense: Damage Penetration
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 122.08453708906 (97.241379310345%) |
| Defense | 80 |
| Ranged Defense | 80 |
| Fatigue | 0 |
| Physical Save | 102 |
| Spell Save | 73 |
| Mental Save | 67 |
Defense: Resistances
| Acid | + 50%( 70%) |
| Lightning | + 69%( 70%) |
| Nature | + 59%( 70%) |
| Cold | + 50%( 70%) |
| Blight | + 46%( 70%) |
| Physical | + 57%( 70%) |
| Fire | + 46%( 70%) |
| All | + 32%( 70%) |
Defense: Immunities
| Stun Resistance | 80% |
| Pinning Resistance | 100% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 16% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 23.9 steam per turn. Can be activated for an instant burst of 119 steam. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 255% efficiency and cooldown mod of 52%. Its effects scale with your Dexterity 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 255% efficiency and cooldown mod of 54%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 915 damage for 7 turns. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 23.9 steam per turn. Can be activated for an instant burst of 119 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Bullets mastery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Elusiveness | 1.50 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Avoidance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Automation | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Gunner training | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Steamtech / Engineering | 1.20 |
| 3/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Chronomancy | 0.80 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 3/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 2.20 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Agile Gunner |
| talent | Evasive Shots |
| talent | Steam Powered Armour |
| talent | Automated Cloak Tessellation |
| talent | Contingency |
| talent | Embedded Restoration Systems |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Steam Powered Boots (10 def, 18 armour) =Steam=3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +10 Str +12 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +18 Defense +10 (+2 eff.) Fatigue +8% Stealth +6 Pinning- +50% ---------- misc Talents +3 Moss Tread Generate 3 steam each time you walk. Boots. But with steam power! |
| Quiver | Drops of Blood (0/0, 161% power, 15 apr) 3.0 T5 shot ammo [Unique] Arcane Power 162% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Hindering blight Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 0 While equipped: ----- def ----- HP.reg -1.00 ---------- misc Talents +5 Solid Shell (These shots do blight damage and slow.) You feel a small jolt of magic as you touch this pouch. A small bead of blood forms on your finger where you touched it. It quickly detaches itself and floats into the pouch. |
| Light source | dwarven lantern 'Arutodan'-1.0 T5 lite [Random Unique] Arcane/Master While equipped: Stats +13 Cun +18 Mag dps ---------- Spell.pwr +33 (+7 eff.) Melee+ 8 acid Res.pen +15% acid On Hit (Melee): * 31% chance to reduce armor by 0% ----- def ----- Resists +27% acid ---------- misc Light -2 Infravis +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
| On head | Steamcatcher (15 def, 0 armour) =Steam=2.0 T4 head armor [Unique] Steamtech While equipped: Stats +12 Cun dps ---------- Steam.crit +5% Steampwr +15 (+3 eff.) Dmg.mod +10% physical ----- def ----- Defense +15 (+3 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
| Tool | Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 6 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | (Crucible Item) Bloodcaller =Life Leech=0.1 T4 ring jewelry [Unique] Nature/Master/Psionic While equipped: Stats +19 Lck dps ---------- Acc +16 (+4 eff.) ----- def ----- Defense +19 (+4 eff.) Fatigue -5% Mind.save -8 (-2 eff.) Unseen.red 24% HP.leech%% +15% HP.leech +30% Blind- +16% ---------- misc Infravis +4 Sight +2 See.Invis +7 Masteries +0.20 Technique/Conditioning +0.20 Technique/Thuggery You won the Ring of Blood trial, and this is your reward. This item has been sent to the Item's Vault. |
| On fingers | gladiator's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +12 Str +12 Con dps ---------- Phys.pwr +15 (+3 eff.) ----- def ----- Max.HP +100.00 HP.reg +19.00 Heal.mod +20% Rings can have magical properties. |
| Around waist | (Crucible Item) Goda the Murkknave 1.0 T3 belt armor [Rare] Arcane/Nature/Master While equipped: Stats +18 Str +23 Dex +16 Mag +17 Wil +17 Cun +10 Lck dps ---------- Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Phys.pwr +13 (+2 eff.) Spell.pwr +13 (+3 eff.) Mind.pwr +13 (+3 eff.) Mov.spd +20% ----- def ----- Armour +4 Defense +11 (+2 eff.) Resists +20% nature +12% lightning Stealth +10 Max.HP +38.00 ---------- misc T.Disarm +20 Light +3 Infravis +5 Talents +5 Thunder Grenade A belt that goes around your waist. This item has been sent to the Item's Vault. |
| In main hand | The Long-Arm 4.0 T5 steamgun 2H weapon [Unique] Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +25 Atk.spd 67% Dmg.mult 250% Range +10 Proj.spd +600% Against +35% Undead +35% Demon +35% Horror On Hit.r1 +0 20% chance of physical repulsion Shots beam through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 12 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
| On hands | Steam Powered Gauntlets (0 def, 15 armour) =Steam=1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +8 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +15 Disarm- +50% ---------- misc Talents +4 Viral Needlegun Gauntlets. But with steam power! |
| Main armor | Steam Powered Armour (27 def, 53 armour) 22.0 T5 massive armor [Unique] Steamtech The more steam the better! While equipped: Stats +11 Str +8 Dex dps ---------- Melee Ret 50 physical ----- def ----- Armour +53 Defense +27 (+5 eff.) Fatigue +13% Resists +25% lightning Phys.save +65 (+11 eff.) Stun/Frz- +50% ---------- misc Max.steam +10.00 Talents +5 Steam Powered Armour Using small steam engines and the miracles of the latest automation discoveries you are able to create Steam Powered Armour. A full plate armour that helps your movement and has intrinsic protection mechanisms. |
| Cloak | Liquid Metal Cloak (24 def, 12 armour) 2.0 T5 cloak armor [Unique] Steamtech While equipped: ----- def ----- Armour +12 Defense +24 (+5 eff.) Resists +18% lightning +15% physical Phys.save +47 (+8 eff.) Stun/Frz- +30% ---------- misc Masteries +0.20 Steamtech/Avoidance Cloaking Device: Level 1.5 Pwr.cost 36 out of 60/60. Range melee/personal Travel.spd instantaneous Is a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 111 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
| Around neck | Gardanion, the Light of God0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+6 eff.) Steampwr +40 (+7 eff.) Spell.pwr +40 (+9 eff.) Mind.pwr +40 (+8 eff.) May understand old Sher'Tul language. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
Inventory
medical injector implant (efficiency 169% / cooldown 66%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 169% efficiency and cooldown mod of 66%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the sneak (efficiency 193% / cooldown 73%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 193% efficiency and cooldown mod of 73%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the titan (efficiency 234% / cooldown 56%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 234% efficiency and cooldown mod of 56%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the titan (efficiency 234% / cooldown 51%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 234% efficiency and cooldown mod of 51%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 15)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the duelist (steam 20)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 20.4 steam per turn. Can be activated for an instant burst of 102 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the warrior (steam 24)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 23.9 steam per turn. Can be activated for an instant burst of 119 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the wizard (steam 20)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 20.4 steam per turn. Can be activated for an instant burst of 102 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
heroism infusion of the titan (die at -904; dur 10; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -904 life. The duration and life will increase by 1% for every 1% life you have lost (currently 904 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 nature talent. |
heroism infusion of the warrior (die at -1229; dur 10; cd 32)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -1229 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1229 life, 10 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. |
movement infusion of the titan (speed 1049%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1049% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 1244%; cd 11)0.1 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 increase movement speed by 1244% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 1094%; cd 12)0.1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1094% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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 nature talent. |
regeneration infusion of the psychic (heal 522; 16 cd)0.1 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 522 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 nature talent. |
regeneration infusion of the sneak (heal 882; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 882 life over 5 turns. Its effects scale with your Cunning 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 warrior (heal 1027; 12 cd)0.1 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 1027 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 1027; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 1027 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 52%; mental, magical; dur 3; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 52% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the wizard (res 43%; magical, mental; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 43% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
enchantment rune of the wizard (+37 for 12 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to enchant your weapons and armour for 12 turns. This enchantment increases your accuracy and armour by 37 and adds 40 arcane damage to all your hits. 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 spell talent. |
acid wave rune of the wizard (damage 396; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 395.78 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 spell talent. |
biting gale rune of the psychic (damage 208; dur 4; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 208.12 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. |
biting gale rune of the warrior (damage 580; dur 4; cd 23)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 579.92 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the warrior (damage 580; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 579.92 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the wizard (damage 442; dur 4; cd 23)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 441.98 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 Magic 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 of the duelist (absorb 217; cd 23)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous 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 217 damage per debuff cleansed. 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 spell talent. |
shatter afflictions rune of the warrior (absorb 270; cd 23)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous 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 270 damage per debuff cleansed. 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 spell talent. |
shielding rune of the duelist (absorb 730; dur 7; cd 16)0.1 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 730 damage for 7 turns. 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 spell talent. Press to compare to your current inscriptions |
stormshield rune of the wizard (threshold 83; blocks 9; dur 4; cd 13)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 9 times. 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 spell talent. |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 18 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. This item has been sent to the Item's Vault. |
Bleakrock the gold amulet =TeleAll=0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Str +1 Wil dps ---------- Melee+ 8 darkness Dmg.mod +9% mind Res.pen +10% darkness ---------- misc Max.hate +2.00 Max.psi +10.00 Telepathy Dragon All Amulets can have magical properties. |
gold amulet 'Emuba' =TeleAll=0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Dex +3 Mag +4 Wil ---------- misc Infravis +3 Telepathy Humanoid/Orc Dragon Demon/Major Demon/Minor All Amulets can have magical properties. |
Abyssglory0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +9% fire ----- def ----- Resists +12% acid +3% physical +12% fire +15% mind +3% all Phys.save +17 (+3 eff.) Mind.save +9 (+2 eff.) Max.HP +70.00 HP.reg +9.00 Amulets can have magical properties. |
Pendant of the Sun and Moons0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 18 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 22 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Raguzilarin the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +12 (+2 eff.) Dmg.mod +14% nature +12% physical Res.pen +20% acid Acc +18 (+4 eff.) ----- def ----- Resists +28% nature ---------- misc Max.stam +30.00 Rings can have magical properties. |
Shockspiker =hp Leech=0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Melee+ 24 lightning Dmg.mod +34% lightning +12% mind Res.pen +20% lightning +25% mind ----- def ----- Resists +26% lightning +12% mind Rings can have magical properties. This item has been sent to the Item's Vault. |
Camyldir the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +7 Con ----- def ----- Armour +8 Resists +4% physical Crit.dmg- 15.00% Phys.save +14 (+2 eff.) Die.at -80.00 life Heal.mod +5% Blind- +10% Teleport- +0% Rings can have magical properties. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
gold ring 'Emith'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.pwr +15 (+3 eff.) Dmg.mod +16% lightning ----- def ----- Resists +32% lightning Crit.dmg- 15.00% ---------- misc Telepathy Demon/Minor Humanoid/Orc Demon/Major Rings can have magical properties. |
gold ring 'Shiverkarma'0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% blight +24% cold Res.pen +25% blight Melee Ret 8 blight ----- def ----- Resists +18% cold Blind- +34% ---------- misc Infravis +5 See.Stealth +17 See.Invis +17 Rings can have magical properties. |
gold ring of misery0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +7 Cun dps ---------- Melee+ 23 physical Ranged+ 21 physical On Hit (Melee): * 16% chance to reduce all saves and defense by 0 On Hit (Ranged): * 16% chance to reduce all saves and defense by 0 ---------- misc Hate/m.crit +3.00 Max.hate +11.00 Bleeding Edge: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
mule's gold ring of lightning (+32%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +16% lightning ----- def ----- Fatigue -6% Resists +32% lightning ---------- misc Max.enc +32 Rings can have magical properties. |
treant's gold ring of tenacity0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +11% nature +11% blight Max.HP +38.00 Poison- +22% Disease- +22% Disarm- +38% Pinning- +38% Knockbk- +36% Rings can have magical properties. |
Dairastir the Murkcut0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 0% ----- def ----- Armour +8 Resists +21% acid Phys.save +16 (+3 eff.) Spell.save +14 (+4 eff.) Mind.save +16 (+4 eff.) Max.HP +100.00 Heal.mod +10% Disarm- +20% Rings can have magical properties. |
psionicist's stralite ring of nature (+36%)0.1 T4 ring jewelry [Ego] Nature/Psionic While equipped: Stats +9 Wil dps ---------- Dmg.mod +18% nature ----- def ----- Resists +36% nature Mind.save +18 (+5 eff.) Rings can have magical properties. |
savior's stralite ring of pilfering0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +15 (+3 eff.) Apr +13 ----- def ----- Defense +15 (+3 eff.) Phys.save +13 (+2 eff.) Spell.save +16 (+4 eff.) Mind.save +16 (+4 eff.) Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 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. |
Doursting of the Blightspawn0.1 T5 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +8 Wil +8 Cun +8 Con dps ---------- Phys.pwr +8 (+1 eff.) Mind.pwr +15 (+3 eff.) Dmg.mod +20% nature +21% physical Apr +3 On Melee Ret: * 50% chance to reduce strength, dexterity, and constitution by 0 * 41% chance to reduce damage dealt by 0% ----- def ----- Defense +12 (+2 eff.) Resists +40% nature +4% physical Phys.save +16 (+3 eff.) Rings can have magical properties. |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
solipsist's voratun ring of speed0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +15 (+3 eff.) Mov.spd +24% Acc +13 (+3 eff.) ----- def ----- Defense +10 (+2 eff.) Blinding Speed: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
voratun ring0.1 T5 ring jewelry [Normal] Rings can have magical properties. |
Battlestaff (136% power, 10 apr, physical element)5.0 T2 staff 2H weapon [Unique] Power 137% Range: 1.2x Uses 40% Wil, 100% Mag, 50% Str Dmg Physical Acc+ +2.5% procs dam / acc Apr +10 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Technique/Staff combat +0.10 Spell/Staff combat Strong but light wood, shod with steel and perfectly balanced. |
Crystal Shard (113% power, 4 apr, physical element)5.0 T2 staff 2H weapon [Unique] Arcane Power 113% Range: 1.2x Uses 180% Mag, 40% Wil Dmg Arcane Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+3 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 27 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Eclipse (117% power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 117% Range: 1.2x Uses 160% Mag, 40% Wil Dmg Physical Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+3 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Staff of Domination (150% power, 12 apr, mind element)5.0 T4 staff 2H weapon [Unique] Psionic Power 150% Range: 1.2x Uses 110% Mag, 100% Wil Dmg Mind Acc+ +2.5% procs dam / acc Apr +12 Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Spell.crit +10% Mind.crit +10% Spell.pwr +30 (+7 eff.) Mind.pwr +30 (+6 eff.) Dmg.mod +30% mind ---------- misc Mana/s.crit +10.00 Psi/m.crit +5.00 Masteries +0.20 Cursed/Punishments +0.20 Psionic/Focus +0.20 Spell/Illusion +0.20 Psionic/Psychic Assault This staff seems to hold your attention, making it difficult to look away. Once you grasp the staff, the hold vanishes and everything else seems to wait on your command. |
Starcaller (129% power, 4 apr, physical element)5.0 T4 staff 2H weapon [Unique] Arcane Power 129% Range: 1.2x Uses 170% Mag, 40% Wil Dmg Darkness Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +15 (+3 eff.) Dmg.mod +30% darkness ----- def ----- Affinity +20% darkness Stealth +20 ---------- misc Talents +1 Command Staff On Spell Hit: 15% Galactic Pulse 3 A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight. |
bloodlich's dragonbone magestaff of wizardry (136% power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +14 Mag +5 Wil +10 Cun +10 Con dps ---------- Spell.crit +5% Crit.mult +24.00% Spell.pwr +27 (+6 eff.) Dmg.mod +30% fire ---------- misc Vim/s.crit +8.00 Max.mana +64.00 Max.vim +48.00 Max.N.En +50.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone starstaff of the prodigy (152% power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 152% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +20 Mag +20 Wil +19 Cun dps ---------- Spell.crit +5% Spell.pwr +20 (+5 eff.) S.pwr/crit +10 Dmg.mod +42% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Eksatin's Ultimatum (175% power, 25 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 175% Range: 1.5x Uses 40% Wil, 50% Mag, 130% Str Dmg Physical Acc+ +0.2% crit / acc Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Hettezor (198% power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Master Power 198% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +38.0% Crit.mult +49.00% Dmg.mod +4% all Res.pen +15% mind Apr +21 On Hit (Melee): * 20% chance to reduce all saves and defense by 0 ---------- misc Telepathy Dragon Massive two-handed mauls. |
warbringer's voratun greatmaul of enduring (184% power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego++] Nature/Master Power 184% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +31 Con +21 Wil dps ---------- Phys.pwr +21 (+4 eff.) Res.pen +21% physical ----- def ----- Max.HP +154.00 Disarm- +49% Massive two-handed mauls. |
Razorlock (129% power, 24 apr)3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 129% Range: 1.5x Uses 40% Wil, 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.2% crit / acc Apr +24 Crit +5.0% Atk.spd 100% Block +150 Recurse +2 Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +11 (+2 eff.) Fatigue +13% ---------- misc Talents +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
Astral Blade (120% power, 5 apr)3.0 T2 longsword 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +5 Crit +5.0% Atk.spd 100% Phasing +20% On Hit: 10% Manathrust 2 While equipped: Stats +4 Mag You could carefully tailor an enchantment along the lines of some sort of theme, or you could just fill it with raw magical power. This is the result of the latter. |
Layeyakira (142% power, 5 apr)3.0 T4 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Power 143% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +21 mind On Hit: 20% Curse of Defenselessness 4 On Hit: * 29% chance to reduce all saves and defense by 0 While equipped: Stats +9 Str +6 Wil +3 Cun dps ---------- Dmg.mod +5% all +13% physical Acc +19 (+4 eff.) ---------- misc Telepathy Dragon Demon/Major Demon/Minor Masteries +0.20 Steamtech/Elusiveness Sharp, long, and deadly. |
Morrigor (161% power, 12 apr) =++=3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 162% Range: 1.4x Uses 40% Wil, 110% Mag, 60% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 51.70 arcane and 51.70 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+5 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
stralite longsword 'Flashrace' (155% power, 5 apr)3.0 T4 longsword 1H weapon [Rare] Master Power 155% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Lightning Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +20 lightning On Hit.r1 +20 darkness +20 lightning While equipped: dps ---------- Melee+ 24 lightning Dmg.mod +12% lightning ----- def ----- Resists +15% darkness Sharp, long, and deadly. |
stralite longsword 'Xanilewyn' (144% power, 26 apr)3.0 T4 longsword 1H weapon [Random Unique] Arcane/Master Power 145% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +26 Crit +4.5% Atk.spd 100% Phasing +18% Melee+ +20 temporal While equipped: Stats +15 Str dps ---------- Phys.crit +13.0% Crit.mult +30.00% Dmg.mod +13% physical Acc +18 (+4 eff.) Apr +9 Melee Ret 8 physical ----- def ----- Armour +8 Phys.save +9 (+1 eff.) Sharp, long, and deadly. |
Dawn's Blade (161% power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 162% Range: 1.4x Uses 40% Wil, 75% Mag, 80% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 100% Dmg.conv 30% light Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Dmg.mod +18% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -2 Suncloak -3 Providence -4 Barrier -2 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 289.30 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 21 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Glinthack the voratun longsword (154% power, 6 apr)3.0 T5 longsword 1H weapon [Rare] Arcane Power 154% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Blight Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +25 acid On Crit.r2 +16 blight On Hit: 30% Distortion Bolt 6 On Hit: * Create an explosion dealing 120 lightning damage (1/turn) While equipped: dps ---------- Melee+ 24 blight Dmg.mod +16% lightning +15% acid Res.pen +30% lightning +25% light +30% blight Melee Ret 8 light ----- def ----- Resists +12% blight Sharp, long, and deadly. |
Entropy (161% power, 10 apr)3.0 T4 mace 1H weapon [Unique] Arcane Power 162% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 100% Melee+ +40 blight freeze On Crit.r2 +40 vim draining blight On Hit: 10% Sunder Armour 4 While equipped: dps ---------- Dmg.mod +25% blight +25% cold (Blight Freeze does Blight damage and freezes the target.) While it shouldn't be possible, the metal part of this mace looks wilted and sick somehow. |
Blood-Letter (140% power, 4.5 apr)3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 141% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical 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. |
elemental voratun waraxe of ruin (150% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Arcane/Master Power 151% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% On Hit: * Create an explosion dealing 120 lightning damage (1/turn) While equipped: dps ---------- Phys.crit +9.0% Crit.mult +33.00% Dmg.mod +30% lightning Res.pen +19% lightning Apr +15 One-handed war axes. |
Icy Kill (143% power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 144% Range: 1.3x Uses 40% Wil, 45% Str, 50% Mag 45% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Huramathad the Cloudblood (149% power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Arcane/Nature/Master Power 149% Range: 1.3x Uses 40% Wil, 45% Str, 50% Mag 45% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 lightning On Hit.r1 +20 fire While equipped: Stats +7 Str +13 Dex +11 Mag +9 Wil +10 Cun +18 Con dps ---------- Phys.pwr +15 (+3 eff.) Res.pen +14% physical Melee Ret 8 lightning ----- def ----- Disarm- +35% ---------- misc Psi/m.crit +3.00 Max.psi +50.00 Telepathy Humanoid/Orc Sharp, short and deadly. |
Kinetic Spike (147% power, 40 apr)1.0 T5 dagger 1H weapon [Unique] Psionic Power 147% Range: 1.3x Uses 70% Wil, 40% Dex, 50% Mag 30% Str Dmg Physical Acc+ +0.2% crit / acc Apr +40 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+3 eff.) Res.pen +30% physical Acc +8 (+2 eff.) ---------- misc Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 6 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Life Drinker (152% power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 152% Range: 1.3x Uses 40% Wil, 105% Mag, 35% Str Dmg Physical Acc+ +0.2% crit / acc Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+3 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 24 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 17.89 acid and 17.89 blight damage. If not cleared after five turns it will inflict 101.58 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
enhanced voratun dagger of torment (147% power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Nature/Psionic Power 147% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Str Dmg Physical Acc+ +0.2% crit / acc Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +13 Str +13 Dex +10 Mag +13 Wil +12 Cun +13 Con Sharp, short and deadly. |
Eye of Summer (94% power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Fire Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
Eye of Winter (94% power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Cold Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Charged Focus (100% power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 100% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Lightning Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+3 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+2 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
Amethyst of Sanctuary (111% power, 26 apr, mind damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 111% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+3 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+6 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Samogondil the living mindstar (111% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Rare] Nature/Disrupt Power 111% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +16 acid While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ----- def ----- Resists +9% all ---------- misc Equi/ret +0.36 Hate/m.crit +3.00 Max.hate +6.00 Telepathy Dragon Humanoid/Orc All Masteries +0.20 Wild-gift/Antimagic Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Frostbite (117% power, 12 apr)3.0 T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 117% Range: 1.5x Uses 40% Wil, 50% Mag, 100% Str Dmg Phys.bleed 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 (+1 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. |
Viletooth (120% power, 12 apr)3.0 T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 121% Range: 1.5x Uses 40% Wil, 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.2% crit / acc Apr +12 Crit +3.0% Atk.spd 100% Block +40 Dmg.conv 50% blight On Hit: * may infect the target with a random disease Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% ---------- misc Talents +1 Block This aged looking saw is very rusty, and you think you see a thin layer of... something... on its blades. |
Overclocked Radius (133% power, 19 apr)3.0 T3 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 134% Range: 1.5x Uses 40% Wil, 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.2% crit / acc Apr +19 Crit +9.0% Atk.spd 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 (14% chance). If anomaly triggers, halve paradox. Uses 1.0 Steam While equipped: ----- def ----- Armour +7 Defense +10 (+2 eff.) Fatigue +9% Affinity +30% temporal ---------- misc 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. |
Heartrend (134% power, 19 apr)3.0 T4 steamsaw 1H weapon [Unique] Steamtech Power 134% Range: 1.5x Uses 40% Wil, 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.2% crit / acc Apr +19 Crit +9.0% Atk.spd 105% Block +50 HP.leech +1% On Hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +8 (+2 eff.) Fatigue +9% ---------- misc Talents +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
Shockprophet (150% power, 25 apr)3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 150% Range: 1.5x Uses 40% Wil, 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +102 On Hit.r1 +16 lightning Uses 1.0 Steam While equipped: dps ---------- Crit.mult +20.00% Mind.pwr +6 (+2 eff.) ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +29% lightning +27% fire +19% nature +20% blight Max.HP +120.00 ---------- misc Hate/m.crit +5.00 Max.hate +10.00 Telepathy Demon/Minor Demon/Major 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! |
stormbringer's voratun steamsaw of amnesia (150% power, 25 apr)3.0 T5 steamsaw 1H weapon [Ego++] Nature/Psionic/Steamtech Power 151% Range: 1.5x Uses 40% Wil, 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +100 On Crit.r2 +45 lightning +45 cold On Hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) Uses 1.0 Steam While equipped: dps ---------- Mov.spd +120% Res.pen +23% lightning +21% cold ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Falindur the Snowbraid4.0 T5 longbow 2H weapon [Rare] Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Lightning Acc+ +0.2% crit / acc Atk.spd 100% Range +10 Ranged+ +20 cold While equipped: dps ---------- Phys.crit +11.0% Res.pen +29% cold Acc +23 (+5 eff.) Melee Ret 10 lightning ----- def ----- Defense +21 (+4 eff.) Resists +5% physical +18% light +17% mind +21% nature +15% darkness Phys.save +18 (+3 eff.) Longbows are used to shoot arrows at your foes. |
Storm Fury4.0 T5 longbow 2H weapon [Unique] Arcane Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.crit +10% Spell.pwr +30 (+7 eff.) Mov.spd +30% Ranged+ 75 lightning Dmg.mod +25% lightning ----- def ----- Defense +30 (+6 eff.) Resists +20% lightning ---------- misc Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 134 to 268 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Winterstriker4.0 T5 longbow 2H weapon [Random Unique] Arcane/Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 100% Range +10 Ranged+ +20 cold +20 fire While equipped: Stats +11 Str dps ---------- Phys.crit +23.0% Phys.pwr +21 (+4 eff.) Dmg.mod +15% cold +33% fire Acc +20 (+5 eff.) ----- def ----- Resists +9% cold +24% fire Longbows are used to shoot arrows at your foes. |
enhanced dragonbone longbow of enduring4.0 T5 longbow 2H weapon [Ego++] Nature Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 100% Range +10 While equipped: Stats +20 Str +20 Dex +18 Mag +39 Wil +20 Cun +40 Con ----- def ----- Max.HP +165.00 Longbows are used to shoot arrows at your foes. |
enhanced dragonbone longbow of true flight4.0 T5 longbow 2H weapon [Ego++] Nature/Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 100% Range +10 While equipped: Stats +20 Str +20 Dex +20 Mag +20 Wil +20 Cun +20 Con dps ---------- Phys.crit +23.0% Acc +23 (+5 eff.) Longbows are used to shoot arrows at your foes. |
enhanced dragonbone longbow of true flight4.0 T5 longbow 2H weapon [Ego++] Nature/Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 100% Range +10 While equipped: Stats +18 Str +15 Dex +15 Mag +15 Wil +18 Cun +20 Con dps ---------- Phys.crit +23.0% Acc +23 (+5 eff.) Longbows are used to shoot arrows at your foes. |
enhanced dragonbone longbow of true flight4.0 T5 longbow 2H weapon [Ego++] Nature/Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 100% Range +10 While equipped: Stats +20 Str +20 Dex +20 Mag +20 Wil +20 Cun +20 Con dps ---------- Phys.crit +23.0% Acc +21 (+5 eff.) Longbows are used to shoot arrows at your foes. |
Talosis' Counterpoint4.0 T2 steamgun 1H weapon [Unique] Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +10 Crit +0.0% Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical On Hit.r1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Golden Gun4.0 T3 steamgun 1H weapon [Unique] Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +20 Crit +0.0% Atk.spd 100% Dmg.mult 120% Range +7 Proj.spd +600% On Hit: * every third hit always crits. Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
Issebar the Filthwing =Meta=Pin=4.0 T3 steamgun 1H weapon [Rare] Nature/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% On Hit: 35% Overgrowth 2 On Hit: 5% Flamespit 1 On Hit: * 20% chance to reduce armor by 0% Uses 2.0 Steam While equipped: dps ---------- Res.pen +25% acid Melee Ret 10 nature On Hit (Ranged): * 20% chance to reduce armor by 0% ----- def ----- Resists +12% nature HP.reg +1.70 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Murderfang's Surekill4.0 T3 steamgun 1H weapon [Unique] Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +20 Crit -10.0% Atk.spd 100% Dmg.mult 100% Range +6 Proj.spd +1500% On Crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Uses 2.0 Steam While equipped: dps ---------- Crit.mult +50.00% ---------- misc Talents +3 Surekill "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
Nacrush's Decimator4.0 T3 steamgun 1H weapon [Unique] Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +25 Atk.spd 100% Dmg.mult 120% Range +5 Proj.spd +600% Uses 2.0 Steam Knocks you back when fired. Nacrush was known for a tendency towards overkill. |
Vindicator4.0 T3 steamgun 1H weapon [Unique] Arcane/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +20 Crit +0.0% Atk.spd 100% Dmg.mult 100% Range +7 Proj.spd +600% Against +25% Undead On Hit.r1 +0 20% chance of physical repulsion On Crit: * release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Uses 2.0 Steam "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" |
dwarven-steel steamgun 'Isyrin' =Meta+Chrono=4.0 T3 steamgun 1H weapon [Rare] Nature/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +23 nature Uses 2.0 Steam While equipped: Stats +5 Str dps ---------- Res.pen +11% nature ----- def ----- Resists +7% all ---------- misc See.Invis +24 Telepathy Dragon Humanoid/Orc Masteries +0.50 Chronomancy/Chronomancy Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Overburst4.0 T4 steamgun 1H weapon [Unique] Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery 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!" |
mage-hunter's stralite steamgun of nature =Meta+AM=4.0 T4 steamgun 1H weapon [Ego++] Nature/Disrupt/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +28 nature On Hit: 20% Mana Clash 1 Uses 2.0 Steam While equipped: Stats +6 Wil dps ---------- Mind.pwr +11 (+3 eff.) Ranged+ 21 manaburn arcane Res.pen +13% nature ----- def ----- Resists +9% all ---------- misc Masteries +0.20 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
throat-seeking stralite steamgun of nature4.0 T4 steamgun 1H weapon [Ego++] Nature/Disrupt/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +45 nature On Crit: * silences the target Uses 2.0 Steam While equipped: dps ---------- Res.pen +26% nature ----- def ----- Resists +9% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Annihilator4.0 T5 steamgun 2H weapon [Unique] Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +12 Atk.spd 67% Dmg.mult 100% Range +8 Proj.spd +600% On Hit: * 50% chance to reload 1 ammo Uses 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
Payload6.0 T5 steamgun 1H weapon [Unique] Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +15 Crit +0.0% Atk.spd 100% Dmg.mult 120% Range +7 Proj.spd +600% On Hit.r1 +0 20% chance of physical repulsion On Crit: * Boom. Uses 2.0 Steam "I never really liked that village anyway." - Charlta, Mad Inventor |
The Shotgonne9.0 T5 steamgun 2H weapon [Unique] Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +10 Atk.spd 100% Dmg.mult 125% Range +6 Proj.spd +600% Against +0% Undead +0% Demon +0% Horror On Hit.r1 +0 20% chance of physical repulsion Uses 4.0 Steam When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target. This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death. It also seems to have been carefully balanced to work like a dual gun set. |
Thoughtcaster4.0 T5 steamgun 1H weapon [Unique] Psionic/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +5 Crit +0.0% Atk.spd 100% Dmg.mult 110% Range +10 Proj.spd +600% On Hit: * deal 93.50 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: dps ---------- Steam.crit +5% Mind.crit +5% Steampwr +15 (+3 eff.) Mind.pwr +15 (+3 eff.) ---------- misc Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
Xanivea the Boltroar4.0 T5 steamgun 1H weapon [Rare] Disrupt/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +20 lightning On Crit.r2 +20 lightning On Hit: 20% Mana Clash 1 Uses 2.0 Steam While equipped: Stats +7 Wil dps ---------- Mind.pwr +13 (+3 eff.) Ranged+ 25 manaburn arcane Dmg.mod +15% lightning +21% mind Res.pen +27% mind Melee Ret 11 lightning ----- def ----- Resists +16% mind +21% lightning ---------- misc Masteries +0.20 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
gunslinger's voratun steamgun of true shot4.0 T5 steamgun 1H weapon [Ego++] Master/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +15.0% Dmg.mod +17% physical Acc +14 (+3 eff.) ---------- misc 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. |
mage-hunter's voratun steamgun of nature4.0 T5 steamgun 1H weapon [Ego++] Nature/Disrupt/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +35 nature On Hit: 20% Mana Clash 1 Uses 2.0 Steam While equipped: Stats +5 Wil dps ---------- Mind.pwr +15 (+3 eff.) Ranged+ 24 manaburn arcane Res.pen +14% nature ----- def ----- Resists +10% all ---------- misc Masteries +0.20 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's voratun steamgun of nature4.0 T5 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +35 nature Uses 2.0 Steam While equipped: dps ---------- Res.pen +14% nature Acc +15 (+3 eff.) ----- def ----- Resists +10% all ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
swiftstrike voratun steamgun of nature4.0 T5 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +28 Atk.spd 111% Range +10 Proj.spd +800% Ranged+ +31 nature Uses 2.0 Steam While equipped: dps ---------- Res.pen +15% nature ----- def ----- Resists +10% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
thunderous voratun steamgun4.0 T5 steamgun 1H weapon [Ego+] Nature/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +19 dazing lightning Uses 2.0 Steam While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +3 Con dps ---------- Res.pen +10% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Galewisp the quiver of yew arrows (14/14, 140% power, 10 apr)3.0 T3 arrow ammo [Rare] Psionic Power 141% Range: 1.4x Uses 40% Wil, 50% Str, 50% Mag 70% Dex Dmg Lightning Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 14 Ranged+ +18 darkness +20 mind Against +21% Living On Crit.r2 +8 lightning On Hit: 10% Mental Shielding 2 On Hit: 10% Ravage 2 On Hit: 10% Acidfire 1 On Mind Hit: 10% Flamespit 2 Arrows are used with bows to pierce your foes to death. |
Fulohad the Blazeseam (24/24, 174% power, 14 apr)3.0 T4 arrow ammo [Rare] Master Power 174% Range: 1.4x Uses 40% Wil, 50% Str, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +14 Crit +22.5% Capacity 24 Ranged+ +20 fire On Hit.r1 +8 fire On Hit: 25% Dust to Dust 9 On Crit: * Wound the target dealing 389 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Masteries +0.40 Wild-gift/Call of the wild Arrows are used with bows to pierce your foes to death. |
Anuthad the quiver of dragonbone arrows (21/21, 188% power, 18 apr)3.0 T5 arrow ammo [Random Unique] Master/Psionic Power 188% Range: 1.4x Uses 40% Wil, 50% Str, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% crit / acc Acc +36 Apr +18 Crit +20.0% Capacity 21 Ranged+ +45 darkness +20 arcane Against +27% Living On Hit.r1 +20 arcane On Crit.r2 +16 arcane On Crit: * Wound the target dealing 389 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Mayeta (21/21, 166% power, 18 apr)3.0 T5 arrow ammo [Rare] Master Power 167% Range: 1.4x Uses 40% Wil, 50% Str, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% crit / acc Acc +35 Apr +18 Crit +3.0% Capacity 21 Ranged+ +12 acid On Crit.r2 +12 mind On Hit: 45% Distortion Bolt 10 On Hit: 20% Ravage 3 On Hit: 30% Mental Shielding 2 On Mind Hit: 25% Slime Spit 1 Arrows are used with bows to pierce your foes to death. |
Swordshatter Shots (20/20, 120% power, 15 apr) =++=3.0 T2 shot ammo [Unique] Arcane/Master Power 121% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +5.0% Capacity 20 Ranged+ +15 crumble (Crumble is Arcane damage, disarms weapons and gets +50% damage versus petrified targets.) Exceptionally hard shots, designed for breaking weapons. |
Scattermind (20/20, 115% power, 7 apr)3.0 T3 shot ammo [Unique] Nature/Psionic Power 115% Range: 1.2x Uses 40% Wil, 60% Dex, 50% Mag 60% Cun Dmg Mind Acc+ +0.1% dam / acc Apr +7 Crit +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. While equipped: 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. |
barbed pouch of dwarven-steel shots of crippling (13/19, 150% power, 3 apr) =crit 27=3.0 T3 shot ammo [Ego++] Master Power 150% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +27.0% Capacity 19 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 389 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Dourvortex' (21/21, 143% power, 3 apr)3.0 T3 shot ammo [Rare] Psionic Power 144% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 21 Ranged+ +15 physical +20 cold On Crit.r2 +20 darkness On Hit: 10% Firebeam 2 On Hit: * 20% chance to reduce damage dealt by 0% * 20% chance to knock the target back 3 spaces and deal 398 physical damage Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Toreroharachak' (0/20, 138% power, 3 apr)3.0 T3 shot ammo [Rare] Nature Power 138% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 20 Ranged+ +14 nature On Hit.r1 +20 mind On Crit.r2 +12 mind On Hit: 15% Poisonous Spores 3 On Hit: 30% Dominate 7 While equipped: On Mind Hit: 5% Flamespit 3 Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of dwarven-steel shots of wind (23/23, 138% power, 3 apr) =++=3.0 T3 shot ammo [Ego+] Nature/Psionic Power 139% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 23 Proj.spd +200% Ranged+ +25 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 398 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 278 physical damage Shots are used with slings to pummel your foes to death. |
Frozen Shards (19/25, 139% power, 15 apr) =++=3.0 T4 shot ammo [Unique] Arcane Power 139% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Ice Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud While equipped: In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Spider's Fangs (20/20, 124% power, 8 apr)3.0 T4 shot ammo [Unique] Nature/Steamtech Power 124% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Nature 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) While equipped: 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. |
Star Shot (20/20, 139% power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 139% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Fire Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion While equipped: Intense heat radiates from this powerful shot. |
high-capacity pouch of stralite shots of wind (55/55, 156% power, 5 apr) =++=3.0 T4 shot ammo [Ego] Nature/Master Power 157% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 55 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 278 physical damage While equipped: ---------- misc Reload +5 Shots are used with slings to pummel your foes to death. |
barbed pouch of voratun shots of grasping (20/20, 176% power, 6 apr)3.0 T5 shot ammo [Ego++] Nature/Master Power 177% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +22.0% Capacity 20 On Hit: * 20% chance to create vines that bind the target to the ground dealing 398 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 389 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
barbed pouch of voratun shots of wind (21/21, 179% power, 6 apr) =crit 22=3.0 T5 shot ammo [Ego+] Nature/Master Power 180% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +22.0% Capacity 21 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 278 physical damage On Crit: * Wound the target dealing 389 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
deadly pouch of voratun shots of torment (19/19, 179% power, 6 apr)3.0 T5 shot ammo [Ego+] Master/Psionic Power 180% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 19 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of grasping (21/21, 165% power, 6 apr)3.0 T5 shot ammo [Ego++] Nature/Psionic Power 165% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 21 Ranged+ +39 physical On Hit: * 20% chance to create vines that bind the target to the ground dealing 398 nature damage and pinning them for 3 turns * 20% chance to knock the target back 3 spaces and deal 398 physical damage Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of torment (21/21, 163% power, 6 apr)3.0 T5 shot ammo [Ego++] Psionic Power 163% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 21 Ranged+ +31 physical On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 20% chance to knock the target back 3 spaces and deal 398 physical damage While equipped: Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of wind (21/21, 165% power, 6 apr) =++=3.0 T5 shot ammo [Ego+] Nature/Psionic Power 166% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 21 Proj.spd +200% Ranged+ +23 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 398 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 278 physical damage Shots are used with slings to pummel your foes to death. |
Gorudor the stralite shield (0 def, 8 armour, 132 block)7.0 T4 shield armor [Rare] Master While equipped: Stats +4 Mag dps ---------- Mov.spd +50% ----- def ----- Armour +8 Fatigue +8% Resists +27% cold ---------- misc Telepathy Dragon Demon/Major Humanoid/Orc Demon/Minor Talents +1 Block Handheld deflection devices. |
Piercing Gaze (5 def, 25 armour, 180 block)7.0 T4 shield armor [Unique] Arcane While equipped: ----- def ----- Armour +25 Defense +5 (+1 eff.) Rng.Def +10 (+2 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+2 eff.) Resists +15% acid +12% physical Phys.save +10 (+2 eff.) Send out a range 5 beam of kinetic energy, dealing 65.34 to 81.68 physical damage (based on Willpower and Cunning) with knockback. Uses 6 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+3 eff.) Dmg.mod +10% arcane An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
cashmere robe 'Alolayon' (15 def, 0 armour)2.0 T3 cloth armor [Rare] Psionic While equipped: Stats +4 Wil +11 Cun +4 Lck dps ---------- Crit.mult +16.00% ----- def ----- Defense +15 (+3 eff.) ---------- misc Hate/m.crit +4.00 Psi/m.crit +4.00 Infravis +3 Telepathy Demon/Minor Humanoid/Orc Demon/Major A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of life (20 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +9 Con dps ---------- Dmg.mod +17% nature ----- def ----- Defense +20 (+4 eff.) Resists +16% blight Max.HP +85.00 HP.reg +5.10 Heal.mod +26% Poison- +44% Disease- +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's elven-silk robe (25 def, 0 armour)2.0 T5 cloth armor [Ego+] Psionic While equipped: ----- def ----- Defense +25 (+5 eff.) Resists +30% mind +25% darkness Phys.save +20 (+3 eff.) Spell.save +19 (+5 eff.) Mind.save +39 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing elven-silk robe of power (25 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +19% all ----- def ----- Defense +25 (+5 eff.) ---------- misc Mana/turn +0.30 Psi/turn +0.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering elven-silk robe of Angolwen (25 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +19 (+4 eff.) S.pwr/crit +7 Dmg.mod +17% arcane ----- def ----- Defense +25 (+5 eff.) Silence- +48% ---------- misc Max.mana +110.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering elven-silk robe of the mind (+20%) (25 def, 0 armour)2.0 T5 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Dmg.mod +20% mind +20% arcane ----- def ----- Defense +25 (+5 eff.) Resists +20% mind ---------- misc Max.mana +78.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's elven-silk robe of alchemy (25 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +10 Cun dps ---------- Crit.mult +19.00% Dmg.mod +15% acid +15% physical +15% fire +15% cold ----- def ----- Defense +25 (+5 eff.) Resists +13% acid +19% physical +17% fire +19% cold ---------- misc Hate/m.crit +5.00 Psi/m.crit +5.00 Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of life (25 def, 0 armour)2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +10 Con dps ---------- Dmg.mod +20% nature ----- def ----- Defense +25 (+5 eff.) Resists +16% blight Max.HP +100.00 HP.reg +6.00 Heal.mod +28% Poison- +50% Disease- +44% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+2 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Medical Urgency Vest (6 def, 7 armour)9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+1 eff.) Fatigue +7% Phys.save +15 (+2 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
multi-hued reinforced leather armour of the deep (12 def, 12 armour)9.0 T4 light armor [Ego++] Nature While equipped: dps ---------- Mind.pwr +13 (+3 eff.) ----- def ----- Armour +12 Defense +12 (+2 eff.) Fatigue +8% Resists +30% acid +17% physical +16% fire +17% lightning +29% cold ---------- misc Breathe water A suit of armour made of leather. |
radiant reinforced leather armour of the deep (12 def, 11 armour)9.0 T4 light armor [Ego++] Nature While equipped: Stats +5 Wil ----- def ----- Armour +11 Defense +12 (+2 eff.) Fatigue +8% Resists +26% blight +13% cold +23% darkness +13% acid ---------- misc Light +2 Breathe water A suit of armour made of leather. |
Life Support Suit (12 def, 10 armour)9.0 T5 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +10 Defense +12 (+2 eff.) Fatigue +9% Resists +5% all Phys.save +25 (+4 eff.) Die.at -200.00 life ---------- misc Talents +1 Life Support You cannot bleed. When you take damage, if your life is under 20%, heal for 30% of your max life. (15 turn cooldown) "We've done it, men. We cured death." |
troll-hide drakeskin leather armour of the hero (20 def, 8 armour)9.0 T5 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +7 Str +8 Dex +9 Mag +9 Wil +9 Cun ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Max.HP +139.00 HP.reg +15.00 Heal.mod +20% A suit of armour made of leather. |
Therapeutic Platemail (4 def, 10 armour)12.0 T2 massive armor [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+2 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 8 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
Tarrasca (0 def, 50 armour)17.0 T4 massive armor [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+7 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 15 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Monolith Armour (40 def, 50 armour)17.0 T5 massive armor Reqs Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+6 eff.) ----- def ----- Armour +50 Defense +40 (+8 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+6 eff.) Spell.save +35 (+8 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
Plate of the Blackened Mind (15 def, 40 armour)17.0 T5 massive armor [Unique] Psionic While equipped: Stats +0 Str +0 Dex +0 Mag +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+2 eff.) Melee Ret 0 physical On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+3 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+2 eff.) Mind.save +25 (+6 eff.) HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 9 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 9 Armour, 13 Defense and your attacks will gain 35% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 15 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Lisyba the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Resists +16% lightning +10% temporal +21% cold +5% arcane +7% physical A belt that goes around your waist. |
Willowpower1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Melee+ 40 nature Res.pen +25% nature On Hit (Melee): * 20% chance to reduce armor by 0% * 20% chance to slow global speed by 0% ----- def ----- Resists +12% acid HP.reg +2.10 Heal.mod +22% On Nature Hit: 5% Mana Clash 4 A belt that goes around your waist. |
hardened leather belt 'Layolaith' =++=1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Mov.spd +40% Melee+ 24 temporal Res.pen +15% all ----- def ----- Armour +11 ---------- misc Telepathy Dragon Demon/Major Humanoid/Orc Demon/Minor Create a temporary shield that absorbs 314 damage Puts all charms on 18 cooldown A belt that goes around your waist. |
Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 49 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Lightning Catcher1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
noble's drakeskin leather belt of burglary1.0 T5 belt armor [Ego++] Master While equipped: Stats +5 Dex +8 Wil +14 Cun +10 Lck dps ---------- Against +45% Summoned ----- def ----- D.Red.from +29% Summoned Stealth +15 ---------- misc T.Disarm +24 Infravis +5 A belt that goes around your waist. |
noble's drakeskin leather belt of the giants1.0 T5 belt armor [Ego+] Master While equipped: Stats +7 Cun +8 Wil dps ---------- Phys.pwr +12 (+2 eff.) Against +45% Summoned ----- def ----- D.Red.from +45% Summoned Spell.save +15 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+3 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Gilerodar the cashmere cloak (2 def, 10 armour) =Meta Combat Training=2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +4 Dex +5 Mag +5 Wil +4 Con dps ---------- Spell.crit +7% Spell.pwr +15 (+3 eff.) Melee+ 12 arcane Res.pen +20% arcane Melee Ret 10 acid ----- def ----- Armour +10 Defense +2 (+0 eff.) Resists +12% acid +22% cold +0% lightning Spell.save -21 (-5 eff.) Stun/Frz- +0% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +1.10 Mana/turn -0.36 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Quenchpride' (2 def, 0 armour) =++=2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +21% cold Res.pen +25% acid Melee Ret 10 acid ----- def ----- Defense +2 (+0 eff.) Resists +38% acid +8% fire +8% lightning +20% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Has a 50% chance each turn to slash an adjacent enemy for 243 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Ethereal Embrace (10 def, 0 armour)2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+2 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.0 Pwr.cost 17 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 125.92 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Frozen Shroud (12 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag dps ---------- Dmg.mod +25% cold Melee Ret 60 ice ----- def ----- Defense +12 (+2 eff.) Resists +0% lightning +25% cold -15% fire +8% all Stun/Frz- +0% Release a radius 4 chilling blast, instantly dealing 392.70 cold damage and condensing the air into freezing vapors that deal 130.90 cold damage (based on Magic) each turn for 10 turns. Uses 18 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Rogue's Gallery (12 def, 0 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +10 Cun ----- def ----- Defense +12 (+2 eff.) Resists +20% nature On falling below 20% of your max life, releases a cloud of smoke, confusing nearby enemies and giving you stealth and a chance to avoid incoming damage for 5 turns. Cause the next damage you deal to inflict crippling poison (does not recharge until used), dealing minor poison damage and causing your target to have a 10% chance to fail all talents. Uses 8 power out of 12/12 Activation is instant. Lined with reactive mechanisms, this cloak is equipped for any situation you might possibly encounter, and several you couldn't possibly encounter! |
Threads of Fate (10 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+2 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+3 eff.) Spell.save +20 (+5 eff.) Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 0.8 Pwr.cost 30 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Yvuvena (0 def, 9 armour) =Telepathy=2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +2.0% Mind.crit +2% ----- def ----- Armour +9 Resists +10% fire +11% cold Stealth +0 ---------- misc Stam/turn +2.00 Telepathy Humanoid/Orc Dragon Demon/Major Demon/Minor All A pair of boots made of leather. |
Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Stealth +0 Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 241 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 15 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Stealth +0 Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Hands of Creation (0 def, 10 armour)1.5 T5 hands armor [Unique] Steamtech While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +20 (+3 eff.) Steampwr +20 (+4 eff.) Res.pen +20% physical +20% fire ----- def ----- Armour +10 ---------- misc Max.enc +20 On landing any melee attack, release a fiery shockwave, dealing fire and physical damage each equal to your steampower in a cone from the target of radius 3. From your hands have been wrought incredible works. Your works have been forged in fire, and so have you. |
Frostfire Gauntlets (0 def, 3 armour)1.5 T2 hands armor [Unique] Arcane While equipped: dps ---------- S.pwr/crit +5 Dmg.mod +10% fire +10% cold ----- def ----- Armour +3 Resists +10% fire +10% cold Cold Flames: Level 2.0 Pwr.cost 12 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Cold Flames slowly spread from 7 spots in a radius of 3 around the targeted location. The flames deal 59.71 cold damage, and have a chance of freezing. Damage improves with your Spellpower. On the left gauntlet is a large sapphire, on the right is a large ruby. Cunningly designed magic has allowed two opposing elements to work in unison. |
Hodedor the dwarven-steel gauntlets (18 def, 20 armour)1.5 T3 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 11 physical Dmg.mod +6% physical Acc +15 (+3 eff.) Melee Ret 10 physical ----- def ----- Armour +20 Defense +18 (+4 eff.) Fatigue +3% Mind.save +22 (+6 eff.) Max.HP +128.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Will of Ul'Gruth (0 def, 15 armour)1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.0 Pwr.cost 15 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
voratun gauntlets 'Rainmaim' (0 def, 13 armour)1.5 T5 hands armor [Rare] Arcane While equipped: Stats +7 Con dps ---------- Phys.pwr +14 (+2 eff.) Melee+ 19 temporal 52 cold Ranged+ 19 temporal Dmg.mod +33% lightning +10% temporal ----- def ----- Armour +13 Fatigue +5% Resists +39% acid +15% temporal +24% cold Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather hat 'Aerynarimnir' (0 def, 3 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +7 Wil dps ---------- Spell.crit +4% Dmg.mod +15% arcane Res.pen +15% arcane ----- def ----- Armour +3 Fatigue +3% Resists +19% mind Spell.save +12 (+3 eff.) Mind.save +22 (+6 eff.) Confus- +38% On Spell Hit: 10% Moonlight Ray 4 On Spell Hit: 10% Earthen Missiles 2 A hat made of leather. Very stylish. |
Xatta the elven-silk wizard hat (21 def, 9 armour)2.0 T5 head armor [Rare] Psionic While equipped: Stats +10 Cun +16 Con dps ---------- Phys.crit +7.0% Melee+ 24 physical Acc +20 (+5 eff.) ----- def ----- Armour +9 Defense +21 (+4 eff.) Resists +7% physical Mind.save +15 (+4 eff.) ---------- misc Stam/turn +3.00 A pointy cloth hat, very wizardly... |
augmenting elven-silk wizard hat of light (+30%) (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +15% acid +20% light +15% lightning +14% fire +15% arcane +12% cold ----- def ----- Defense +3 (+1 eff.) Resists +30% light A pointy cloth hat, very wizardly... |
psion's elven-silk wizard hat of arcana (3 def, 0 armour)2.0 T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +7 Mag +7 Wil dps ---------- Mind.crit +5% Spell.pwr +6 (+1 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +20% mind ----- def ----- Defense +3 (+1 eff.) Resists +19% mind Phys.save +11 (+2 eff.) Mind.save +20 (+5 eff.) ---------- misc Max.psi +36.00 A pointy cloth hat, very wizardly... |
starseer's elven-silk wizard hat of light (+30%) (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +15% darkness +13% temporal +35% light +14% physical ----- def ----- Defense +3 (+1 eff.) Resists +30% light A pointy cloth hat, very wizardly... |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-3 eff.) Mind.pwr -10 (-2 eff.) ----- def ----- Defense -10 (-2 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Floenigh (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +4 Con dps ---------- Crit.mult +20.00% Dmg.mod +18% cold Res.pen +20% cold Apr +4 ----- def ----- Armour +3 Fatigue +3% Resists +11% acid +11% fire +10% lightning +11% cold ---------- misc Stam/turn +3.00 A hat made of leather. Very stylish. |
Xamina (18 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Crit.mult +20.00% ----- def ----- Armour +3 Defense +18 (+4 eff.) Fatigue +3% Resists +7% physical ---------- misc Stam/ret +2.10 Equi/ret +2.10 A cap made of leather. |
Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 60 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Astral Uplink (5 def, 0 armour)2.0 T5 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Mag dps ---------- Res.pen +10% arcane +10% light +10% darkness +10% mind ----- def ----- Defense +5 (+1 eff.) ---------- misc Mana/turn +2.00 Psi/turn +1.00 Max.mana +100.00 Max.psi +50.00 Masteries +0.20 Spell/Power +0.20 Chronomancy/Energy +0.20 Psionic/Projection Despite being made of soft otherworldly fabric, this black hat holds a perfect point at the top. Stars twinkle on its surface. |
Crown of the Elements (0 def, 10 armour)2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+3 eff.) Mind.pwr +15 (+3 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
Duvondur (18 def, 11 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +10 Str +5 Con dps ---------- Phys.pwr +8 (+1 eff.) Apr +4 ----- def ----- Armour +11 Defense +18 (+4 eff.) Fatigue +5% Resists +15% lightning +15% temporal Spell.save +9 (+2 eff.) ---------- misc Infravis +4 A cap made of leather. |
Nimbus of Enlightenment (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Mind.pwr +20 (+4 eff.) ----- def ----- Defense +7 (+1 eff.) Mind.save -25 (-6 eff.) Confus- -30% ---------- misc Hate/m.crit +5.00 Psi/m.crit +5.00 Max.psi +50.00 Infravis +5 They are out to get you. This is not real this is not real this is not real. By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
X-Ray Goggles (10 def, 0 armour)2.0 T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun dps ---------- Acc +20 (+5 eff.) ----- def ----- Defense +10 (+2 eff.) Blind- +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 18 power out of 30/30 How do these even work? |
dwarven-steel helm 'Dawnswift' (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Melee+ 40 light Dmg.mod +30% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 0 ----- def ----- Armour +4 Fatigue +4% Resists +8% lightning +7% temporal +12% mind +15% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
verdite verdite0.0 T1 green gem [Normal] While equipped: Dmg.mod +2% all Defense +10 (+2 eff.) Item imbue powers: Dmg.mod +2% all Defense +10 (+2 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 red gem [Normal] While equipped: Phys.spd +2% Spell.spd +2% Mind.spd +2% Item imbue powers: Phys.spd +2% Spell.spd +2% Mind.spd +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
tiny geode tiny geode0.0 T1 stone gem [Normal] While equipped: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
quartz0.0 T1 white gem [Normal] While equipped: Armour +5 Resists +1% all Item imbue powers: Armour +5 Resists +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 hematite 8 hematite0.0 T2 black gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
16 aquamarine0.0 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. |
12 malachite 12 malachite0.0 T2 green gem [Normal] While equipped: Dmg.mod +4% all Defense +15 (+3 eff.) Item imbue powers: Dmg.mod +4% all Defense +15 (+3 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 carnelian 9 carnelian0.0 T2 red gem [Normal] While equipped: Phys.spd +4% Spell.spd +4% Mind.spd +4% Item imbue powers: Phys.spd +4% Spell.spd +4% Mind.spd +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 small geode 7 small geode0.0 T2 stone gem [Normal] While equipped: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
13 amethyst0.0 T2 violet gem [Normal] While equipped: Crit.mult +4.00% Res.pen +4% all Item imbue powers: Crit.mult +4.00% Res.pen +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T2 white gem [Normal] While equipped: Armour +8 Resists +2% all Item imbue powers: Armour +8 Resists +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
16 topaz0.0 T2 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 onyx0.0 T3 black gem [Normal] While equipped: Stun/Frz- +40% Item imbue powers: Stun/Frz- +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
15 lapis lazuli0.0 T3 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
31 jade0.0 T3 green gem [Normal] While equipped: Dmg.mod +6% all Defense +20 (+4 eff.) Item imbue powers: Dmg.mod +6% all Defense +20 (+4 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
18 garnet0.0 T3 red gem [Normal] While equipped: Phys.spd +6% Spell.spd +6% Mind.spd +6% Item imbue powers: Phys.spd +6% Spell.spd +6% Mind.spd +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
20 geode 20 geode0.0 T3 stone gem [Normal] While equipped: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Item imbue powers: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
17 sugilite 17 sugilite0.0 T3 violet gem [Normal] While equipped: Crit.mult +6.00% Res.pen +6% all Item imbue powers: Crit.mult +6.00% Res.pen +6% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
17 opal0.0 T3 white gem [Normal] While equipped: Armour +12 Resists +3% all Item imbue powers: Armour +12 Resists +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
34 tiger's eye 34 tiger's eye0.0 T3 yellow gem [Normal] While equipped: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Item imbue powers: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 obsidian 7 obsidian0.0 T4 black gem [Normal] While equipped: Stun/Frz- +50% Item imbue powers: Stun/Frz- +50% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
5 sapphire0.0 T4 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
7 turquoise0.0 T4 green gem [Normal] While equipped: Dmg.mod +8% all Defense +25 (+5 eff.) Item imbue powers: Dmg.mod +8% all Defense +25 (+5 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 T4 red gem [Normal] While equipped: Phys.spd +8% Spell.spd +8% Mind.spd +8% Item imbue powers: Phys.spd +8% Spell.spd +8% Mind.spd +8% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 large geode 2 large geode0.0 T4 stone gem [Normal] While equipped: HP.reg +2.00 Heal.mod +10% Stam/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 Item imbue powers: HP.reg +2.00 Heal.mod +10% Stam/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
3 kunzite 3 kunzite0.0 T4 violet gem [Normal] While equipped: Crit.mult +8.00% Res.pen +8% all Item imbue powers: Crit.mult +8.00% Res.pen +8% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T4 white gem [Normal] While equipped: Armour +16 Resists +4% all Item imbue powers: Armour +16 Resists +4% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Item imbue powers: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 black pearl 11 black pearl0.0 T5 black gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
6 diamond0.0 T5 blue gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 emerald0.0 T5 green gem [Normal] While equipped: Dmg.mod +10% all Defense +30 (+6 eff.) Item imbue powers: Dmg.mod +10% all Defense +30 (+6 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 bloodstone0.0 T5 red gem [Normal] While equipped: Phys.spd +10% Spell.spd +10% Mind.spd +10% Item imbue powers: Phys.spd +10% Spell.spd +10% Mind.spd +10% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 enormous geode 9 enormous geode0.0 T5 stone gem [Normal] While equipped: HP.reg +2.50 Heal.mod +10% Stam/turn +1.00 Mana/turn +1.00 Psi/turn +1.00 Item imbue powers: HP.reg +2.50 Heal.mod +10% Stam/turn +1.00 Mana/turn +1.00 Psi/turn +1.00 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
10 tanzanite 10 tanzanite0.0 T5 violet gem [Normal] While equipped: Crit.mult +10.00% Res.pen +10% all Item imbue powers: Crit.mult +10.00% Res.pen +10% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 pearl0.0 T5 white gem [Normal] While equipped: Armour +22 Resists +5% all Item imbue powers: Armour +22 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 fire opal0.0 T5 yellow gem [Normal] While equipped: Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Item imbue powers: Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 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. |
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. |
152 alchemist agate0.0 T1 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
alchemist's lamp 'Rainwire' =Meta+Mind=1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Melee+ 40 mind 16 cold Res.pen +25% mind Melee Ret 10 mind ----- def ----- Mind.save +11 (+3 eff.) ---------- misc Light +4 See.Stealth +16 See.Invis +16 A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal dwarven lantern of focus0.0 T5 lite [Ego+] Arcane/Psionic While equipped: Stats +6 Wil +8 Mag dps ---------- Spell.pwr +17 (+4 eff.) Dmg.mod +13% mind ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
ethereal dwarven lantern of focus0.0 T5 lite [Ego+] Arcane/Psionic While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.pwr +17 (+4 eff.) Dmg.mod +12% mind ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
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. |
iron shocking edge0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel crystal plating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con Tinkers can be attached to normal items to improve them with steam power! |
well-made botanical shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Botanical Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made magnetic shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made thunderclap coating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical On Hit.r1 +60 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
great second skin0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +8.00 Poison- +60% Disease- +60% Cut- +60% Tinkers can be attached to normal items to improve them with steam power! |
mastercraft incendiary groove0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft thunderclap coating0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical On Hit.r1 +80 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
stralite grip0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +90% ---------- misc Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
perfect incendiary groove0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! |
perfect thunderclap coating0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical On Hit.r1 +90 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection field0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +10 (+2 eff.) Proj.slow +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Against +35% Undead +35% Demon +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
potent frost salve [power 41] potent frost salve [power 41]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 255% efficiency and 54% cooldown modifier. Remove 1 physical effects and grants a frost aura (41% cold, darkness and nature affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
potent healing salve [power 540] potent healing salve [power 540]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 255% efficiency and 54% cooldown modifier. Heal 540 Puts Talent Medical Injector on 9 cooldown Medical salve. |
potent water salve [power 41] potent water salve [power 41]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 255% efficiency and 54% cooldown modifier. Remove 1 mental effects and grants a water aura (41% blight, mind and acid affinity). Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
amazing fiery salve [power 64] amazing fiery salve [power 64]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 255% efficiency and 54% cooldown modifier. Remove 3 magical effects and grants a fiery aura (64% fire, light and lightning affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 64] amazing frost salve [power 64]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 255% efficiency and 54% cooldown modifier. Remove 3 physical effects and grants a frost aura (64% cold, darkness and nature affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 926] amazing healing salve [power 926]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 255% efficiency and 54% cooldown modifier. Heal 926 Puts Talent Medical Injector on 9 cooldown Medical salve. |
amazing pain suppressor salve [power 810] amazing pain suppressor salve [power 810]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 255% efficiency and 54% cooldown modifier. Let you fight up to -810 life and reduces all damage by 30% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 6 cooldown Activation is instant. Medical salve. |
amazing unstoppable force salve [power 257] amazing unstoppable force salve [power 257]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 255% efficiency and 54% cooldown modifier. Increases all saves by 257 and healing factor by half Puts Talent Medical Injector on 11 cooldown Activation is instant. Medical salve. |
amazing water salve [power 64] amazing water salve [power 64]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 255% efficiency and 54% cooldown modifier. Remove 3 mental effects and grants a water aura (64% blight, mind and acid affinity). Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 60 power out of 100/100 The very essence of bearness! |
Rungof's Fang =Telepathy=1.0 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. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +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. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 60 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Hathochik the Flameumbra (dig speed 25 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +18% fire ----- def ----- Resists +15% mind Phys.save +10 (+2 eff.) Spell.save +11 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +170.00 Disarm- +0% Confus- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Demonlace (dig speed 12 turns)3.0 T5 digger tool [Rare] Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +15% fire +15% mind +30% darkness Res.pen +20% acid ----- def ----- Hardiness +15% Resists +15% lightning +15% temporal Phys.save +12 (+2 eff.) Mind.save +15 (+4 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dream-smith's voratun pickaxe (dig speed 12 turns)3.0 T5 digger tool [Ego+] Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +15% mind +15% fire ----- def ----- Mind.save +15 (+4 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dream-smith's voratun pickaxe (dig speed 13 turns)3.0 T5 digger tool [Ego+] Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +15% mind +15% fire ----- def ----- Mind.save +15 (+4 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Stimulus2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+2 eff.) Phys.save +15 (+2 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+4 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 3 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
Qog's Essentials2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 18 power out of 30/30 A hypospray full of ...something. There is no telling what you're injecting yourself with. |
Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd -16% Phys.spd +12% Spell.spd +12% Mind.spd +12% Dmg.mod +10% all +15% temporal ----- def ----- Resists -12% all +15% temporal Dmg.red +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards entropy). Uses 12 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 120 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. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Boketir [power 315] (9 cooldown) =Steam=2.0 T3 torque charm [Rare] Psionic While equipped: Stats +5 Mag ---------- misc Telepathy Dragon Humanoid/Orc Masteries +0.60 Steamtech/Automation Project a gust of wind in a cone knocking enemies back 11 spaces and dealing 378 damage Puts all charms on 9 cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast [power 315] (9 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 315 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psionic shield 'Thunderwrecker' [power 87] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +12 Mag dps ---------- Dmg.mod +12% fire +4% all Melee Ret 10 lightning ---------- misc Telepathy Demon/Minor Humanoid/Orc Demon/Major Setup a psionic shield, reducing all damage taken by 87 for 5 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Belowyn [power 448] (9 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Melee+ 20 acid ----- def ----- Resists +20% light +4% physical Die.at -80.00 life Silence- +20% Knockbk- +0% Def/telep +15 Res/telep +15% Dur/telep +15% Project a gust of wind in a cone knocking enemies back 13 spaces and dealing 538 damage Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
piercing stralite torque of gale force [power 392] (9 cooldown)2.0 T4 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking enemies back 12 spaces and dealing 470 damage Puts all charms on 9 cooldown 100% to increase all damage penetration by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of mindblast 'Yarastir' [power 441] (9 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +7 Con ----- def ----- Armour +8 Defense +3 (+1 eff.) Resists +17% temporal Crit.dmg- 17.00% ---------- misc Telepathy Dragon Humanoid/Orc All Blast the opponent's mind dealing 441 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
voratun torque of gale force 'Belassra' [power 595] (9 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +20% acid ----- def ----- Defense +15 (+3 eff.) Resists +9% darkness +20% nature +9% light +9% mind Die.at -80.00 life Project a gust of wind in a cone knocking enemies back 16 spaces and dealing 714 damage Puts all charms on 9 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Burig' [power 581] (9 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: Stats +7 Dex +5 Wil +5 Cun ---------- misc Infravis +3 Telepathy Dragon Demon/Major Humanoid/Orc Demon/Minor Blast the opponent's mind dealing 581 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
elven-wood totem of healing 'Haildash' [power 372] (9 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: ----- def ----- Resists +15% temporal +18% darkness +20% blight +24% cold +5% arcane Heals yourself and all friendly characters within 10 spaces for 372 Puts all charms on 9 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
innervating dragonbone totem of summon tentacle [power 455] (15 cooldown)2.0 T5 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1310 Base Damage: 539 Armor: 39 All Resist: 50 Puts all charms on 15 cooldown 100% to reduce fatigue by 56% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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 (+4 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 146 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 21 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Wand of Death2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Res.pen +10% blight +10% cold +10% darkness ---------- misc Max.souls +3.00 Masteries +0.20 Spell/Animus Fires a death ray (darkness and cold damage that can instantly kill weakened enemies; damage scales with magic). Uses 12 power out of 30/30 You can only see it because it is darker than its surroundings. It feels as cold as a grave. |
Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal ---------- misc Masteries +0.20 Spell/Void Release a burst of void energy. Uses 12 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Winterwrither [power 680] (9 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: Stats +3 Cun +4 Dex dps ---------- Melee+ 16 cold ---------- misc Infravis +3 Telepathy Humanoid/Orc Dragon Demon/Major Demon/Minor All Create a radius 3 storm for 5 turns. Each turn, creatures within take 149 lightning damage and will be dazed for 1 turn (748 total damage) Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Kneeron the Kruk Yeti Gunslinger level 28
26th Revenge 124th year of Ascendancy at 09:42 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Kneeron the Kruk Yeti Gunslinger level 11
40th Retaking 124th year of Ascendancy at 18:46 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Kneeron the Kruk Yeti Gunslinger level 38
33rd Destruction 124th year of Ascendancy at 19:19 see stats
Do not go gentle into that good night (Nightmare (Adventure) difficulty)
Trapped John.By Kneeron the Kruk Yeti Gunslinger level 46
52nd Remembrance 125th year of Ascendancy at 06:27 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Kneeron the Kruk Yeti Gunslinger level 34
13rd Dearth 124th year of Ascendancy at 20:40 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Kneeron the Kruk Yeti Gunslinger level 9
36th Retaking 124th year of Ascendancy at 11:25 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Kneeron the Kruk Yeti Gunslinger level 20
15th Revenge 124th year of Ascendancy at 01:42 see stats
Imp'ing Away (Nightmare (Adventure) difficulty)
You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.By Kneeron the Kruk Yeti Gunslinger level 50
35th Pain 125th year of Ascendancy at 03:05 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Kneeron the Kruk Yeti Gunslinger level 10
38th Retaking 124th year of Ascendancy at 08:03 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Kneeron the Kruk Yeti Gunslinger level 20
14th Revenge 124th year of Ascendancy at 00:05 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Kneeron the Kruk Yeti Gunslinger level 30
18th Pain 124th year of Ascendancy at 20:49 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Kneeron the Kruk Yeti Gunslinger level 40
1st Remembrance 125th year of Ascendancy at 06:14 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Kneeron the Kruk Yeti Gunslinger level 50
32nd Revenge 125th year of Ascendancy at 14:31 see stats
Once Upon A Time, In the West... (Nightmare (Adventure) difficulty)
Hear the Eidolon's retelling of the Scourge from the West's journey.By Kneeron the Kruk Yeti Gunslinger level 50
37th Revenge 125th year of Ascendancy at 02:28 see stats
One Ill Turn Deserves Another (Nightmare (Adventure) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Kneeron the Kruk Yeti Gunslinger level 50
18th Pain 125th year of Ascendancy at 02:22 see stats
Overpowered! (Nightmare (Adventure) difficulty)
Did over 6000 damage in one attack.By Kneeron the Kruk Yeti Gunslinger level 50
1st Pain 125th year of Ascendancy at 21:19 see stats
Reclaiming Garkul's Heritage (Nightmare (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Kneeron the Kruk Yeti Gunslinger level 42
3rd Remembrance 125th year of Ascendancy at 16:58 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Kneeron the Kruk Yeti Gunslinger level 32
48th Pain 124th year of Ascendancy at 23:40 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Kneeron the Kruk Yeti Gunslinger level 19
2nd Revenge 124th year of Ascendancy at 01:44 see stats
The Dead God Rests (Nightmare (Adventure) difficulty)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Kneeron the Kruk Yeti Gunslinger level 50
34th Pain 125th year of Ascendancy at 19:54 see stats
The High Lady's Destiny (Finale) (Nightmare (Adventure) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Kneeron the Kruk Yeti Gunslinger level 45
42nd Remembrance 125th year of Ascendancy at 19:33 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Kneeron the Kruk Yeti Gunslinger level 44
40th Remembrance 125th year of Ascendancy at 06:32 see stats
This will make a big Omelette! (Nightmare (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Kneeron the Kruk Yeti Gunslinger level 24
17th Revenge 124th year of Ascendancy at 15:36 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Kneeron the Kruk Yeti Gunslinger level 9
36th Retaking 124th year of Ascendancy at 11:25 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Kneeron the Kruk Yeti Gunslinger level 1
13rd Retaking 124th year of Ascendancy at 12:36 see stats
We weren't kidding! (Nightmare (Adventure) difficulty)
Die to Nektosh's beam without being pinned, stunned, asleep, dazed, or confused.By Kneeron the Kruk Yeti Gunslinger level 29
36th Revenge 124th year of Ascendancy at 14:50 see stats
Log
Saving game...
Saving done.
You transfer Razorblade, the Cursed Waraxe (147% power, 16 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Skysmasher (182% power, 17 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Laser Powered Giant Smasher (191% power, 0 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer serendipitous voratun amulet of murder to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Mummified Egg-sac of Ungolë to the online item's vault.
Saving done.
Saving game...
Saving done.
Kneeron deactivates Evasive Shots.
Kneeron deactivates Agile Gunner.
Kneeron deactivates Embedded Restoration Systems.
Kneeron deactivates his cloak's restoration systems.
Kneeron deactivates Contingency.
Kneeron tessellates his cloak!
Kneeron deactivates Steam Powered Armour.



































































































































































































































































