









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Prowler Class 1.5.10Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Last Hope archery training 1.5.10Last Hope basic training in weapon shop. p.s. I was very annoyed with inability of rogues for use of bows or slings. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Crystalist 1.5.6 Bladebender 1.5.6 Adventurer Quality of life buff 1.5.5This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Class: Astromancer 1.5.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Inferno Forger 1.5.0Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic. 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. High Guard 1.5.9Adds 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 Bonuses at Level 10 1.5.10Characters are given +2 Class Talents, +2 Generic Talents, +10 Stat Points, and +1 Prodigy Points upon reaching level 10. This is meant to compensate for the removal of Alchemist Quests, Escorts, Yeek Wayist's Buff, and Wyrm Bile's Stat Changes which are tedious but provide very nice rewards. The idea is to restore some of the power which is lost by removing these rewards without changing the overall strength of the character. Getting the Light Category via escort, for instance, is easily as good as most Prodigies. You can download the mod that removes these things here, made by Regalion: Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Summons can use tinkers 1.5.9Largely ease the use of tinkers with summons that can wear equipment. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Items Vault 1.5.0Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Mardrop |
| Class | Adventurer |
| Level / Exp | 50 / 2743% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Ayokabid the thalore at level 12 on the 9th Mirth 122nd year of Ascendancy at 06:57 / 3Killed by Forest Troll Hedge-Wizard at level 21 on the 17th Dusk 122nd year of Ascendancy at 14:05 Killed by Doomed Shade of Nkisi at level 50 on the 26th Regrowth 123rd year of Ascendancy at 02:23 |
Primary Stats
| Strength | 167 (base 60) |
| Dexterity | 95 (base 60) |
| Constitution | 122 (base 60) |
| Magic | 104 (base 60) |
| Willpower | 91 (base 60) |
| Cunning | 161 (base 60) |
Resources
| Mana | 187/187 |
| Negative | 73/192 |
| Life | 1370/1370 |
| Paradox | 300 |
| Soul | 10/10 |
| Equilibrium | 110 |
| Vim | 316/316 |
| Steam | 100/137 |
| Positive | 60/157 |
| Stamina | 300/300 |
| Psi | 171/171 |
| Healing Factor | 1.9453424657534 |
| Regeneration | 48.341760273971 |
Speed
| Mental | +5.4619938653102% |
| Attack | -10% |
| Movement | +45.14089514844% |
| Spell | +15.46199386531% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -3 |
| Infravision | 29 |
| See Stealth | 58.417682459769 |
| See Invisible | 79.426916632661 |
Offense: Mainhand
| Damage | 234 |
| Accuracy | 93 |
| Crit Chance | 101% |
| APR | 75 |
| Speed | 0.95 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 101 |
| Crit Chance | 91% |
| Speed | 0.86608585779883 |
Offense: Mind
| Mindpower | 64 |
| Crit Chance | 48% |
| Speed | 1.1111111111111 |
Offense: Damage Bonus
| Nature | +38% |
| Acid | +21% |
| Light | +42% |
| Temporal | +22% |
| Lightning | +58% |
| Arcane | +60% |
| Fire | +99% |
| All | +12% |
Offense: Damage Penetration
| Nature | +20% |
| Acid | +10% |
| Light | +10% |
| Temporal | +10% |
| Lightning | +70% |
| Arcane | +17% |
| Fire | +95% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 107.14892270022 (100%) |
| Defense | 82 |
| Ranged Defense | 92 |
| Fatigue | 0 |
| Physical Save | 87 |
| Spell Save | 69 |
| Mental Save | 71 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 27%( 70%) |
| Arcane | + 24%( 80%) |
| Cold | + 59%( 70%) |
| All | + 15%( 70%) |
| Mind | + 48%( 70%) |
| Lightning | + 85%( 85%) |
| Light | + 24%( 80%) |
| Temporal | + 24%( 80%) |
| Physical | + 70%( 70%) |
| Darkness | + 18%( 70%) |
| Fire | + 80%( 80%) |
| Nature | + 36%( 80%) |
Defense: Immunities
| Stun Resistance | 100% |
| Teleport Resistance | 5% |
| Confusion Resistance | 64% |
| Pinning Resistance | 100% |
| Knockback Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 90% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1102% for 10 turns and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 424 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 769% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Undead drake | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| Spell / Necrotic minions | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Combat | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Battle channeling | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Magical assault | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Shadow magic | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Crystalline fortress | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Storm | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Battlemage | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Twilight | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced necrotic minions | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Shield defense | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Demonic pact | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Mardrop | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Engineering | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Demented / Calamity | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Chemistry | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Energy | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Combat |
| talent | Shadow Combat |
| talent | Range Amplification Device |
| talent | Keen Senses |
| talent | Thunderstorm |
| talent | Inner Power |
| talent | Raze |
| talent | Premonition |
| talent | Aetherfeast |
| talent | Arcane Feed |
| talent | Hurricane |
| talent | Energy Decomposition |
| talent | Chant of Resistance |
| talent | Boltfury |
| talent | Defensive Posture |
| talent | Empowered Arms |
| talent | Fiery Hands |
| talent | Jinxed Touch |
| talent | Deepsight |
| talent | Shield Wall |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Purify |
| talent | Hymn Nocturnalist |
| talent | Weapon of Light |
| talent | Weapon of Wrath |
| talent | Burning Wake |
| talent | Necrotic Aura |
| talent | Daunting Presence |
| talent | Tempest |
| talent | Shadow Feed |
| talent | Wildfire |
| talent | Elemental Harmony |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Countering melee attacks: Has a 66% chance to get an automatic counter attack when avoiding a melee attack. (2.7 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. | active |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Vision (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Nkisi. Escort: lone alchemist (level 2 of Trollmire) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant Acolyte (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant Acolyte (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Most of the soldiers are out in skirmishes with the hated Orcs, as a green recruit you must stay in the relative safety of the Sunwall. Holding the FortThough you itch to fight Orcs, you have been assigned two mundane tasks instead. * You have killed the strange horror causing most of the crop destruction. * The shadows that were summoned to hide the Midnight Training Camp are restless and becoming aggressive. * Quell them and seek out the cause. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 6. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed sandworm tooth. You have aided Agrimley the hermit in creating an elixir of focus. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Iridium Sphere Iridium Sphere10.0 T5 white gem [Unique] Psionic While equipped: Resists +10% physical Phys.save +20 (+4 eff.) Knockbk- +100% While carried: Max.enc +10 Deals an additional 10% of damage as bleeding over 5 turns. Item imbue powers: Resists +10% physical Phys.save +20 (+4 eff.) Knockbk- +100% Latent Damage Type: Phys.bleed Secondary Damage Type: Physical + pin for 5 turns This shiny metal ball is extremely hard and dense. |
| On hands | Storm Bringer's Gauntlets (0 def, 3 armour)1.5 T3 hands armor [Unique] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Dmg.mod +10% lightning ----- def ----- Armour +3 Resists +15% lightning Res.Cap +5% lightning Chain Lightning: Level 4.5 Pwr.cost 16 out of 16/16. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 158.05 to 474.14 damage and forking to another target. It can hit up to 7 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Light source | Darkness 1.0 T5 lite [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +4 Dex +3 Mag +26 Cun +8 Con dps ---------- Dmg.mod +6% nature +20% light Res.pen +10% nature Melee Ret 16 nature 28 fire ----- def ----- Resists +14% blight +10% fire +9% mind HP.reg +6.50 ---------- misc Light -11 Infravis +16 See.Stealth +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | bladed drakeskin leather hat of the depths (0 def, 6 armour) 2.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +0 Cun +4 Str dps ---------- Acc +9 (+2 eff.) Melee Ret 7 physical ----- def ----- Armour +6 Fatigue +5% Resists +17% cold Mind.save +0 (+0 eff.) ---------- misc Light +5 Breathe water Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 643.3 Physical damage. If the attack hits, the target is confused (45% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A hat made of leather. Very stylish. |
| On feet | wanderer's pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Mag +3 Wil +2 Cun +2 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +12 (+2 eff.) Mind.save +14 (+3 eff.) Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Diggeroo! (dig speed 5 turns)3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +8 Cun +4 Str dps ---------- Dmg.mod +10% nature +21% arcane Acc +9 (+2 eff.) ----- def ----- Armour +12 Defense +18 (+4 eff.) Resists +20% physical +15% nature +3% darkness Spell.save +15 (+4 eff.) ---------- misc Max.vim +20.00 Infravis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Lelosasin |
| On fingers | solipsist's gold ring of misery 0.1 T3 ring jewelry [Ego++] Psionic While equipped: Stats +7 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 6 bleed Ranged+ 12 bleed On Hit (Melee): * 10% chance to cause random gloom On Hit (Ranged): * 13% chance to cause random gloom ---------- misc Vim/melee +3.00 Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 6.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 177% weapon damage. If the attack hits, the target will bleed for 331% weapon damage over 7 turns, and all healing will be reduced by 82%. Rings can have magical properties. |
| Around neck | Nimbuslord0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Dex +3 Mag +17 Cun +14 Con dps ---------- Mov.spd +10% Melee Ret 4 lightning ----- def ----- Fatigue -8% Resists +30% mind Phys.save +18 (+3 eff.) Max.HP +50.00 HP.reg +2.90 Confus- +44% ---------- misc Stam/turn +1.00 Infravis +2 Amulets can have magical properties. |
| In main hand | Belusenn (30-36 power, 6 apr, fire element) 5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 40% chance to corrode armour by 30% While equipped: dps ---------- Phys.crit +23.0% Spell.crit +5% Crit.mult +15.00% Spell.pwr +25 (+4 eff.) Melee+ 35 arcane Dmg.mod +30% fire ----- def ----- Armour +14 Defense +15 (+3 eff.) Phys.save +11 (+2 eff.) Confus- +20% Teleport- +5% ---------- misc Mana/turn +5.00 Max.mana +72.00 Wards +3 fire Talents +3 Ward +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
| Around waist | monstrous drakeskin leather belt of life 1.0 T5 belt armor [Ego+] Nature While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +10 (+1 eff.) ----- def ----- Defense +6 (+1 eff.) Phys.save +9 (+1 eff.) Proj.slow +15% HP.reg +2.70 Heal.mod +22% ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | Daysweep the voratun shield (15 def, 4 armour, 71.5-85.8 power, 200 block) |
| Cloak | Abyssusher (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Spell.crit +4% Crit.mult +19.00% Spell.pwr +5 (+1 eff.) Dmg.mod +8% arcane +15% fire Res.pen +7% arcane +25% fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +2 (+0 eff.) Resists +42% lightning Stun/Frz- +50% ---------- misc Max.mana +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of the Archmage (10 def, 10 armour) 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% fire +10% cold Spell.save +18 (+5 eff.) Mind.save +15 (+4 eff.) Blind- +40% ---------- misc Mana/turn +1.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
medical injector implant (efficiency 138% / cooldown 63%)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 138% efficiency and cooldown mod of 63%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 133% / cooldown 67%)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 133% efficiency and cooldown mod of 67%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 178% / cooldown 92%)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 178% efficiency and cooldown mod of 92%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 11)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.0 steam per turn. Can be activated for an instant burst of 55 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 12)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.5 steam per turn. Can be activated for an instant burst of 58 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 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 11.0 steam per turn. Can be activated for an instant burst of 55 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 17)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 16.8 steam per turn. Can be activated for an instant burst of 84 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 17)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 17.3 steam per turn. Can be activated for an instant burst of 87 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.2 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.8 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the psychic (heal 247)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 247 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 424)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 424 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+29 for 9 turns, die at -776)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 29 for 9 turns. While Heroism is active, you will only die when reaching -776 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+19 for 10 turns, die at -938)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 10 turns. While Heroism is active, you will only die when reaching -938 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (577% speed; 6 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 577% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (400% speed; 8 turns)0.1 T2 infusion scroll [Normal] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 400% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (568% speed; 7 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 568% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (300% speed; 8 turns)0.1 T2 infusion scroll [Normal] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 300% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (1027% speed; 9 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1027% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 327 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 327 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 486 over 5 turns)0.1 T1 infusion scroll [Normal] 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 486 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 620 for 5 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 620 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
controlled phase door rune (range 8)0.1 T4 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to teleport in a range of 8. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 9)0.1 T4 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to teleport in a range of 9. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 6)0.1 T4 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to teleport in a range of 6. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the titan (560 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 559.55 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the warrior (923 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 923.18 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (323 lightning damage)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 107.60 to 322.80 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the duelist (510 lightning damage)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 169.84 to 509.52 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the titan (512 lightning damage)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 170.68 to 512.05 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (1026% regen over 10 turns; 51 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1026% for 10 turns and instantly restoring 51 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 18; power 50; dur 8)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 18. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 50%, your defense is increased by 50 and all your resistances by 50%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 570 for 6 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 570 damage for 6 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 ability. |
shielding rune of the psychic (absorb 682 for 6 turns)0.1 T2 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 create a protective shield absorbing at most 682 damage for 6 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 177)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 177 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+3 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Frost Lord's Chain0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 3.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 19 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Zemekkys' Broken Hourglass0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 1.5 Pwr.cost 50 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
archmage's voratun amulet of the eclipse0.1 T5 amulet jewelry [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +5% Spell.pwr +4 (+1 eff.) Melee+ 8 light 10 darkness Dmg.mod +8% acid +13% light +6% fire +7% cold +6% lightning +12% darkness On Melee Ret: * 8% chance to inflict 15% damage reduction * 10% chance to blind Amulets can have magical properties. |
copper amulet 'Mayuwyn'0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.crit +2% Dmg.mod +15% mind ----- def ----- Mind.save +30 (+7 eff.) ---------- misc Psi/ret +0.08 Hate/m.crit +4.00 Telepathy Demon/Minor Demon/Major Masteries +0.16 Psionic/Finer energy manipulations +0.16 Psionic/Action at a distance Amulets can have magical properties. |
gold amulet0.1 T3 amulet jewelry [Normal] Amulets can have magical properties. |
restful steel amulet of the eclipse0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 6 light 7 darkness Dmg.mod +6% light +5% darkness On Melee Ret: * 5% chance to inflict 15% damage reduction * 7% chance to blind ----- def ----- Fatigue -5% HP.reg +1.40 Amulets can have magical properties. |
savior's voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Crit.mult +15.00% Spell.pwr +12 (+2 eff.) Dmg.mod +9% blight +10% fire ----- def ----- Phys.save +15 (+3 eff.) Spell.save +11 (+3 eff.) Mind.save +25 (+6 eff.) Amulets can have magical properties. |
stralite amulet0.1 T4 amulet jewelry [Normal] Amulets can have magical properties. |
stralite amulet of manastreaming0.1 T4 amulet jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.18 Max.mana +39.00 Amulets can have magical properties. |
voratun amulet0.1 T5 amulet jewelry [Normal] Amulets can have magical properties. |
voratun amulet 'Boltrupture'0.1 T5 amulet jewelry [Random Unique] Disrupt/Master While equipped: dps ---------- Res.pen +25% lightning ----- def ----- Armour +12 Defense +21 (+4 eff.) Resists +23% blight +9% fire +24% nature +3% lightning Res.Cap +11% all Phys.save +41 (+8 eff.) Poison- +40% Disease- +50% Amulets 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 3.0 Pwr.cost 30 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, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 21.46 cold and 21.46 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 6.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up mana into a powerful bolt doing 502.65 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
gladiator's stralite ring of darkness (+28%)0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +7 Str +6 Con dps ---------- Phys.pwr +12 (+2 eff.) Dmg.mod +14% darkness ----- def ----- Resists +28% darkness Rings can have magical properties. |
gladiator's voratun ring0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +7 Str +4 Con dps ---------- Phys.pwr +12 (+2 eff.) Rings can have magical properties. |
gladiator's voratun ring of pilfering0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +10 Str +7 Con dps ---------- Phys.pwr +7 (+1 eff.) Acc +17 (+3 eff.) Apr +11 ----- def ----- Defense +15 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 3.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 168% 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. |
marksman's steel ring of darkness (+24%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% darkness Acc +6 (+1 eff.) ----- def ----- Resists +24% darkness Rings can have magical properties. |
mule's stralite ring of power0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +9 (+1 eff.) Spell.pwr +13 (+2 eff.) Mind.pwr +9 (+2 eff.) ----- def ----- Fatigue -7% ---------- misc Max.enc +36 Rings can have magical properties. |
painweaver's stralite ring of blinding strikes0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: dps ---------- Phys.pwr +14 (+2 eff.) Spell.pwr +13 (+2 eff.) Mind.pwr +12 (+3 eff.) Melee+ 28 light Ranged+ 37 light Dmg.mod +6% all On Hit (Melee): * 21% chance to blind On Hit (Ranged): * 19% chance to blind Rings can have magical properties. |
psionicist's stralite ring of life0.1 T4 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+1 eff.) Max.HP +40.00 HP.reg +0.90 Heal.mod +17% Rings can have magical properties. |
rogue's voratun ring of speed0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +6 Cun dps ---------- Mov.spd +19% Acc +8 (+2 eff.) ----- def ----- Defense +25 (+5 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 6.0 Pwr.cost 40 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 51% for 5 turns. Rings can have magical properties. |
solipsist's voratun ring of pilfering0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +8 Wil dps ---------- Mind.pwr +11 (+2 eff.) Acc +12 (+2 eff.) Apr +14 ----- def ----- Defense +13 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 3.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 168% 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. |
titan's steel ring of perseverance0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+1 eff.) HP.reg +0.90 Stun/Frz- +23% ---------- misc Vim/melee +0.00 Rings can have magical properties. |
warrior's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str ----- def ----- Armour +4 Mind.save +7 (+2 eff.) Confus- +20% ---------- misc Vim/turn +0.00 Vim/melee +0.00 Rings can have magical properties. |
Sootrock (57.5-86.25 power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Power 57.5 - 86.3 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +28 temporal +24 nature +24 physical On Hit.r1 +8 darkness On Hit: * 20% chance to torment the target While equipped: dps ---------- Dmg.mod +3% physical Res.pen +10% mind +19% darkness Acc +21 (+4 eff.) ----- def ----- Defense +13 (+3 eff.) Disarm- +62% Massive two-handed battleaxes. |
Galeminister (27.5-35.75 power, 9 apr)1.0 T4 dagger 1H weapon [Rare] Arcane Power 27.5 - 35.8 Physical Uses 45% Str, 50% Mag, 45% Dex Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +14 light Against +20% Undead On Crit.r2 +8 lightning +12 arcane +8 mind While equipped: Stats +2 Cun dps ---------- Mind.crit +3% Res.pen +15% lightning Melee Ret 12 lightning Sharp, short and deadly. |
warbringer's voratun dagger of projection (38-49.4 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Master/Psionic Power 38.0 - 49.4 Physical Uses 45% Dex, 50% Mag, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +4 Con dps ---------- Phys.pwr +8 (+1 eff.) Res.pen +12% physical ----- def ----- Disarm- +19% Sharp, short and deadly. |
Blade of Distorted Time (40-56 power, 10 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 70% Mag, 90% Str Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * inflicts bonus temporal damage and slows target While equipped: dps ---------- Dmg.mod +12% temporal +10% physical Rethread: Level 3.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Rethread the timeline, dealing 277.95 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
Butcher (48-67.2 power, 12 apr)3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 50% Mag, 100% Str Acc+ +0.4% crit.pwr / acc Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+4 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Olakalthodan4.0 T4 sling 1H weapon [Rare] Master Power 0.0 - 0.0 Blight Uses 50% Mag Acc+ +0.1% dam / acc Atk.spd 125% Range +9 On Hit: * 20% chance to cause random gloom While equipped: Stats +5 Str +3 Mag +6 Cun dps ---------- Phys.pwr +13 (+2 eff.) Res.pen +15% blight ----- def ----- Resists +9% mind ---------- misc Light +3 Slings are used to hurl stones or metal shots at your foes. |
Crystalline Dragonbone magestaff (37.5-45 power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Unique] Arcane A part of set. Power 37.5 - 45.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Wil +3 Con dps ---------- Spell.crit +5% Phys.pwr +12 (+2 eff.) Spell.pwr +27 (+5 eff.) Dmg.mod +40% arcane ---------- misc Mana/turn +0.00 Talents +1 Command Staff Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. |
Plaguepierce the elven-wood magestaff (25-30 power, 5 apr, lightning element)5.0 T4 staff 1H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +7% Crit.mult +10.00% Phys.pwr +13 (+2 eff.) Spell.pwr +32 (+6 eff.) Melee+ 8% confusion Dmg.mod +25% lightning +12% nature Res.pen +20% nature Phasing +21% Acc +9 (+2 eff.) On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +20 (+4 eff.) Resists +3% nature +5% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half)5.0 staff 1H weapon [Unique] Arcane A part of set. Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
infernal dragonbone magestaff of breaching (30-36 power, 6 apr, cold element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +40.00% Spell.pwr +22 (+4 eff.) Melee+ 30 fire Dmg.mod +30% cold Res.pen +15% cold ---------- misc See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Issinarirath the Viperking4.0 T3 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.1% dam / acc Apr +12 Atk.spd 111% Range +9 Proj.spd +800% Ranged+ +17 draining blight On Crit.r2 +4 nature Uses 2.0 Steam While equipped: Stats +1 Str +7 Dex +3 Wil +1 Cun dps ---------- Dmg.mod +16% blight +6% physical ---------- misc Light +2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Legacy of the Naloren (84-117.6 power, 20 apr)3.0 T5 trident 2H weapon [Unique] Nature/Psionic Power 84.0 - 117.6 Physical Uses 50% Mag, 140% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +20 Crit +20.0% Atk.spd 100% On Hit: 10% Stunning Blow 1 On Hit: 10% Spit Poison 5 On Hit: 10% Silence 3 While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con +10 Lck dps ---------- Mind.crit +12% Phys.pwr +12 (+2 eff.) Mind.pwr +12 (+3 eff.) Dmg.mod +15% cold +25% nature +10% mind ----- def ----- Resists +10% acid +15% cold +20% nature ---------- misc Light +2 Cooldown Spit Poison -2 Rush -3 Masteries +0.30 Technique/Combat techniques +0.30 Technique/Combat training +0.30 Psionic/Psychic Assault Implode: Level 3.0 Pwr.cost 40 out of 60/60. Range 8 Travel.spd instantaneous Is a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 4 turns and dealing 109.8 Physical damage each turn. The duration and damage will improve with your Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
Deepspulverizer the elven-silk robe (5 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +7 Con dps ---------- Dmg.mod +13% nature +17% mind Melee Ret 12 darkness On Hit (Melee): * 20 arcane resource burn * 30% chance to inflict 15% damage reduction ----- def ----- Defense +5 (+1 eff.) Resists +46% mind +24% darkness +3% nature Phys.save +19 (+3 eff.) Spell.save +27 (+7 eff.) Mind.save +36 (+9 eff.) Poison- +44% Disease- +48% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Omniscience (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+5 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+1 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+6 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
voratun helm 'Porydata' (20 def, 5 armour)3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +8 Cun +7 Con dps ---------- Acc +10 (+2 eff.) On Melee Ret: * 16% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +20 (+4 eff.) Rng.Def +9 (+1 eff.) Fatigue +5% Resists +15% lightning +12% temporal Phys.save +12 (+2 eff.) Mind.save +14 (+3 eff.) Die.at -60.00 life ---------- misc Mana/turn +0.16 Max.vim +40.00 Battle Cry: Puts all charms on 28 cooldown Level 3.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 21 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
werebeast's voratun helm (0 def, 5 armour)3.0 T5 head armor [Ego+] Nature While equipped: Stats +3 Str +5 Dex +4 Cun +2 Con ----- def ----- Armour +5 Fatigue +5% Resists -34% light HP.reg +5.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
marauder's drakeskin leather armour of the deep (10 def, 11 armour)9.0 T5 light armor [Ego++] Nature/Master While equipped: Stats +7 Str +9 Dex ----- def ----- Armour +11 Defense +10 (+2 eff.) Fatigue +8% Resists +13% acid +6% cold Phys.save +17 (+3 eff.) ---------- misc Breathe water A suit of armour made of leather. |
nimble drakeskin leather armour of command (32 def, 16 armour)9.0 T5 light armor [Ego++] Master/Psionic While equipped: Stats +2 Cun +4 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +16 Defense +32 (+6 eff.) Rng.Def +10 (+2 eff.) Fatigue +8% Mind.save +17 (+4 eff.) A suit of armour made of leather. |
spiked reinforced leather armour of the hero (4 def, 7 armour)9.0 T4 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +5 Str +6 Dex +4 Mag +5 Wil +5 Cun dps ---------- Melee Ret 15 physical ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Max.HP +42.00 A suit of armour made of leather. |
Branoblek the Daywend (12 def, 3 armour, 67.5-81 power, 208 block)7.0 T5 shield armor [Random Unique] Arcane When used to Attack: Power 67.5 - 81.0 Physical Uses 50% Mag, 100% Str Mastery Arcane Guardian Acc+ +2.5% procs dam / acc Crit +5.0% Block +208 Melee+ +19 fire +24 light +18 temporal While equipped: Stats +5 Str dps ---------- Dmg.mod +18% light Melee Ret 16 temporal 37 fire ----- def ----- Armour +3 Defense +12 (+2 eff.) Rng.Def +12 (+2 eff.) Fatigue +14% Resists +18% fire +19% temporal +20% darkness +24% light ---------- misc Light +2 Talents +5 Block Time Shield: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (507) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
elemental quiver of elven-wood arrows of warping (21/21, 42.5-59.5 power, 14 apr)3.0 T4 arrow ammo [Ego++] Arcane Power 42.5 - 59.5 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 21 Ranged+ +15 temporal +15 physical On Hit: * Random elemental explosion * 10% chance to stun, blind, pin, or confuse the target Arrows are used with bows to pierce your foes to death. |
Lunar Rock Lunar Rock0.0 T4 black gem [Unique] Arcane While equipped: Spell.pwr +15 (+3 eff.) On Mind Hit: 25% Moonlight Ray 4 Item imbue powers: Spell.pwr +15 (+3 eff.) Latent Damage Type: Darkness Secondary Damage Type: Darkness + reduce damage by 20% for 5 turns This dark, dusty stone holds the power of the Moons. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
6 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
22 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
demon seed [champion of Urh'Rok] (level 50, mainhand)0.0 T6 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +5 Doomed Nature Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 50, body)0.0 T5 demon seed [Unique] Arcane Attachable to body When attached: ----- def ----- Stun/Frz- +100% Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 16, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 37, mainhand)0.0 T3 demon seed [Unique] Arcane Attachable to mainhand When attached: 20% chance to trigger a Blood Grasp cast of level 4 The seed of a demon. |
demon seed [dúathedlen] (level 10, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Telepathy Demon Demon status: alive (15% life). The seed of a demon. |
demon seed [dúathedlen] (level 14, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Telepathy Demon Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 17, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Telepathy Demon Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 20, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 40, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 2, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 2, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 43, offhand)0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +32% fire Dmg.red +22 fire Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 8, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 35, offhand)0.0 T6 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +4 Flash Block Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 50, mainhand)0.0 T6 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Mana/turn +0.50 Talents +5 Inferno Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 20, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Rush Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 33, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +27% physical Dmg.red +17 physical Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 50, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +35% physical Dmg.red +25 physical Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 12, finger)0.0 T4 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 17, body)0.0 T4 demon seed [Unique] Arcane Attachable to body When attached: ----- def ----- Silence- +50% Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 21, body)0.0 T4 demon seed [Unique] Arcane Attachable to body When attached: ----- def ----- Silence- +56% Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 38, offhand)0.0 T4 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +4 Blood Shield Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 20, offhand)0.0 T4 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +2 Battle Call Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 23, offhand)0.0 T4 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +3 Battle Call Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 33, finger)0.0 T4 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +2.00 Demon status: alive (15% life). The seed of a demon. |
demon seed [uruivellas] (level 38, finger)0.0 T4 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 50, mainhand)0.0 T4 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +5 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 31, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +4 Blackice Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 45, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Mana/turn +0.50 Talents +5 Frost Grab Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 50, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Mana/turn +0.50 Talents +5 Frost Grab Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 16, offhand)0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +18% acid Dmg.red +8 acid Demon status: alive (100% life). The seed of a demon. |
miner's voratun pickaxe (dig speed 17 turns)3.0 T5 digger tool [Ego] Master While equipped: Stats +3 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Secondary Damage Type: Nature + slow by 40% for 5 turns Gems can be sold for money or used in arcane rituals. |
4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Secondary Damage Type: Nature + slow by 40% for 5 turns Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Secondary Damage Type: Nature + slow by 40% for 5 turns Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Secondary Damage Type: Nature + slow by 40% for 5 turns Gems can be sold for money or used in arcane rituals. |
bright brass lantern of focus2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind +0% light ---------- misc Light +4 See.Stealth +0 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching dwarven lantern of clarity1.0 T5 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 21 fire ----- def ----- Resists +8% fire Mind.save +10 (+2 eff.) ---------- misc Light +4 See.Stealth +12 See.Invis +23 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
6 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
11 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 257/400 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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
plaguebringer's pouch of voratun shots of annihilation (19/19, 65-78 power, 14 apr)3.0 T5 shot ammo [Ego++] Arcane/Master Power 65.0 - 78.0 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.1% dam / acc Apr +14 Crit +17.0% Capacity 19 Proj.spd +200% Ranged+ +10 blight On Hit: 10% Epidemic 5 On Hit: * 12% chance to disease Shots are used with slings to pummel your foes to death. |
sentry's pouch of stralite shots of warping (47/47, 45-54 power, 11 apr)3.0 T4 shot ammo [Ego++] Arcane Power 45.0 - 54.0 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.1% dam / acc Apr +11 Crit +5.5% Capacity 47 Rld cld 3 Ranged+ +12 temporal +13 physical On Hit: * 10% chance to stun, blind, pin, or confuse the target Shots are used with slings to pummel your foes to death. |
dwarven steel mental stimulator0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel white light emitter0.0 T3 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +12% light ---------- misc Light +3 See.Stealth +6 Tinkers can be attached to normal items to improve them with steam power! |
steel crystal edge0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: dps ---------- Crit.mult +6.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
voratun mental stimulator0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +10 Cun ----- def ----- Mind.save +15 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
Actinium Sphere Actinium Sphere0.0 T5 white gem [Unique] Unknown While equipped: Dmg.mod +8% all Res.pen +15% all Light +2 See.Stealth +25 See.Invis +25 Item imbue powers: Dmg.mod +8% all Res.pen +15% all Light +2 See.Stealth +25 See.Invis +25 Latent Damage Type: 50% Physical, 50% Light Secondary Damage Type: Light + blind for 5 turns This doesn't seem very safe. |
Glowing Core1.0 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
8 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
7 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
8 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
6 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Nkisi the Mardrop Adventurer level 34
43rd Haze 122nd year of Ascendancy at 20:56 see stats
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Nkisi the Mardrop Adventurer level 19
9th Dusk 122nd year of Ascendancy at 16:30 see stats
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By Nkisi the Mardrop Adventurer level 31
41st Haze 122nd year of Ascendancy at 11:15 see stats
Are you out of your mind?! (Exploration mode)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Nkisi the Mardrop Adventurer level 37
56th Haze 122nd year of Ascendancy at 08:56 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Nkisi the Mardrop Adventurer level 20
16th Dusk 122nd year of Ascendancy at 08:01 see stats
Clone War (Exploration mode)
Destroyed your own Shade.By Nkisi the Mardrop Adventurer level 50
26th Regrowth 123rd year of Ascendancy at 08:32 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By Nkisi the Mardrop Adventurer level 35
47th Haze 122nd year of Ascendancy at 00:42 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Nkisi the Mardrop Adventurer level 23
11st Haze 122nd year of Ascendancy at 06:10 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Nkisi the Mardrop Adventurer level 14
7th Flare 122nd year of Ascendancy at 07:15 see stats
Fear of Fours (Exploration mode)
Killed all four bosses of the Slime Tunnels.By Nkisi the Mardrop Adventurer level 50
31st Regrowth 123rd year of Ascendancy at 14:43 see stats
Flooder (Exploration mode)
Defeated Ukllmswwik while doing his own quest.By Nkisi the Mardrop Adventurer level 50
69th Haze 122nd year of Ascendancy at 03:18 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Nkisi the Mardrop Adventurer level 19
9th Dusk 122nd year of Ascendancy at 15:59 see stats
I cleared the room of death and all I got was this lousy achievement! (Exploration mode)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Nkisi the Mardrop Adventurer level 50
56th Haze 122nd year of Ascendancy at 15:45 see stats
I'm a cool hero (Exploration mode)
Saved Derth without a single inhabitant dying.By Nkisi the Mardrop Adventurer level 14
5th Flare 122nd year of Ascendancy at 05:16 see stats
Is that how it feels to be an escort quest?! (Exploration mode)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Nkisi the Mardrop Adventurer level 50
47th Regrowth 123rd year of Ascendancy at 12:33 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Nkisi the Mardrop Adventurer level 10
5th Mirth 122nd year of Ascendancy at 06:41 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Nkisi the Mardrop Adventurer level 20
15th Dusk 122nd year of Ascendancy at 19:18 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Nkisi the Mardrop Adventurer level 30
40th Haze 122nd year of Ascendancy at 13:03 see stats
Level 40 (Exploration mode)
Got a character to level 40.By Nkisi the Mardrop Adventurer level 40
56th Haze 122nd year of Ascendancy at 09:05 see stats
Level 50 (Exploration mode)
Got a character to level 50.By Nkisi the Mardrop Adventurer level 50
56th Haze 122nd year of Ascendancy at 15:36 see stats
Lost in translation (Exploration mode)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Nkisi the Mardrop Adventurer level 3
76th Pyre 122nd year of Ascendancy at 22:18 see stats
Myths of an age past (Exploration mode)
Learned all there is to learn about the Gods and the Godslayers.By Nkisi the Mardrop Adventurer level 19
9th Dusk 122nd year of Ascendancy at 16:30 see stats
Orcrist (Exploration mode)
Killed the leaders of the Orc Pride.By Nkisi the Mardrop Adventurer level 50
31st Regrowth 123rd year of Ascendancy at 02:40 see stats
Overpowered! (Exploration mode)
Did over 6000 damage in one attack.By Nkisi the Mardrop Adventurer level 50
75th Haze 122nd year of Ascendancy at 21:53 see stats
Race through fire (Exploration mode)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Nkisi the Mardrop Adventurer level 50
5th Decay 122nd year of Ascendancy at 21:44 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Nkisi the Mardrop Adventurer level 20
15th Dusk 122nd year of Ascendancy at 22:08 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Nkisi the Mardrop Adventurer level 34
43rd Haze 122nd year of Ascendancy at 14:20 see stats
Shasshhiy'Kaish (Exploration mode)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Nkisi the Mardrop Adventurer level 34
46th Haze 122nd year of Ascendancy at 17:19 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By Nkisi the Mardrop Adventurer level 34
43rd Haze 122nd year of Ascendancy at 10:36 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Nkisi the Mardrop Adventurer level 14
7th Flare 122nd year of Ascendancy at 05:27 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By Nkisi the Mardrop Adventurer level 36
47th Haze 122nd year of Ascendancy at 02:50 see stats
Take you with me (Exploration mode)
Killed a boss while already dead.By Nkisi the Mardrop Adventurer level 21
17th Dusk 122nd year of Ascendancy at 14:05 see stats
Tales of the Spellblaze (Exploration mode)
Learned the eight chapters of the Spellblaze Chronicles.By Nkisi the Mardrop Adventurer level 19
9th Dusk 122nd year of Ascendancy at 16:30 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Nkisi the Mardrop Adventurer level 9
1st Mirth 122nd year of Ascendancy at 20:36 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By Nkisi the Mardrop Adventurer level 19
9th Dusk 122nd year of Ascendancy at 16:30 see stats
The bigger the better! (Exploration mode)
Did over 3000 damage in one attack.By Nkisi the Mardrop Adventurer level 50
59th Haze 122nd year of Ascendancy at 15:49 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Nkisi the Mardrop Adventurer level 9
4th Mirth 122nd year of Ascendancy at 19:06 see stats
There and back again (Exploration mode)
Opened a portal to Maj'Eyal from the Far East.By Nkisi the Mardrop Adventurer level 50
8th Regrowth 123rd year of Ascendancy at 12:19 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Nkisi the Mardrop Adventurer level 50
60th Haze 122nd year of Ascendancy at 23:44 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Nkisi the Mardrop Adventurer level 23
11st Haze 122nd year of Ascendancy at 12:54 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Nkisi the Mardrop Adventurer level 29
40th Haze 122nd year of Ascendancy at 13:03 see stats
Log
Nkisi deactivates Jinxed Touch.
Nkisi deactivates Aetherfeast.
Nkisi deactivates Thunderstorm.
The furious lightning storm around Nkisi calms down and disappears.
Nkisi deactivates Weapon of Wrath.
Nkisi deactivates Feather Wind.
Nkisi deactivates Raze.
Nkisi deactivates Elemental Harmony.
Nkisi deactivates Deepsight.
Nkisi deactivates Hymn Nocturnalist.
Nkisi deactivates Weapon of Light.
Nkisi deactivates Empowered Arms.
Nkisi deactivates Defensive Posture.
Nkisi deactivates Inner Power.
Nkisi deactivates Burning Wake.
Nkisi deactivates Necrotic Aura.
Nkisi deactivates Chant of Resistance.
Nkisi deactivates Wildfire.
Nkisi deactivates Range Amplification Device.
Nkisi deactivates Keen Senses.
Nkisi deactivates Hurricane.
Nkisi deactivates Purify.
Nkisi deactivates Shock Hands.
Nkisi deactivates Shadow Combat.
Nkisi deactivates Tempest.
Nkisi deactivates Energy Decomposition.
Nkisi deactivates Boltfury.
Nkisi deactivates Daunting Presence.
Nkisi deactivates Arcane Combat.
Nkisi deactivates Shield Wall.


























































































































































































































