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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Items Vault 1.7.6Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Gunslinger |
| Level / Exp | 50 / 3540% |
| Size | medium |
| Lifes / Deaths | Killed by onilug at level 10 on the 3rd Mirth 122nd year of Ascendancy at 10:32 4 / 3Killed by Adymina the lesser vampire at level 22 on the 33rd Pyre 123rd year of Ascendancy at 15:52 Killed by Adakira the orc mage-hunter at level 50 on the 18th Haze 124th year of Ascendancy at 16:08 |
Primary Stats
| Strength | 100 (base 18) |
| Dexterity | 188 (base 65) |
| Constitution | 111 (base 38) |
| Magic | 150 (base 60) |
| Willpower | 99 (base 14) |
| Cunning | 183 (base 60) |
Resources
| Life | 1781/1781 |
| Mana | 719/719 |
| Steam | 126/126 |
| Healing Factor | 1.5393516446969 |
| Regeneration | 28.093167515718 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 10 |
| Infravision | 9 |
| See Stealth | 31 |
| See Invisible | 25 |
Offense: Mainhand
| Damage | 203 |
| Accuracy | 98 |
| Crit Chance | 151% |
| APR | 34 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 203 |
| Accuracy | 98 |
| Crit Chance | 151% |
| APR | 34 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 68 |
| Crit Chance | 66% |
| Speed | 1 |
Offense: Mind
| Mindpower | 69 |
| Crit Chance | 86% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +15% |
| Arcane | +34% |
| Cold | +13% |
| All | +7% |
| Lightning | +27% |
| Light | +19% |
| Temporal | +43% |
| Physical | +130% |
| Mind | +13% |
| Darkness | +13% |
Offense: Damage Penetration
| Physical | +88% |
| Nature | +10% |
| Temporal | +25% |
| Mind | +5% |
| Arcane | +20% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 31 (59.091058114209%) |
| Defense | 91 |
| Ranged Defense | 91 |
| Fatigue | 0 |
| Physical Save | 55 |
| Spell Save | 65 |
| Mental Save | 64 |
Defense: Resistances
| Acid | + 55%( 70%) |
| Blight | + 60%( 70%) |
| Physical | + 43%( 70%) |
| Cold | + 59%( 70%) |
| All | + 43%( 70%) |
| Lightning | + 65%( 70%) |
| Temporal | + 51%( 70%) |
| Mind | + 62%( 70%) |
| Darkness | + 48%( 70%) |
| Nature | + 55%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 40% |
| Fear Resistance | 30% |
| Poison Resistance | 70% |
| Blind Resistance | 100% |
| Silence Resistance | 20% |
| Bleed Resistance | 70% |
| Disarm Resistance | 50% |
| Pinning Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 48% |
Inscriptions (5/5)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 25.8 steam per turn. Can be activated for an instant burst of 129 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 235% efficiency and cooldown mod of 70%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 238% efficiency and cooldown mod of 58%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 23.9 steam per turn. Can be activated for an instant burst of 119 steam. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 780.78 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
| Steamtech / Gunslinging | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Bullets mastery | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.70 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Chant of Fortitude |
| talent | Evasive Shots |
| talent | Premonition |
| talent | Automated Cloak Tessellation |
| talent | Embedded Restoration Systems |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Constitution by +5. | done |
You abandoned repented thief, to death. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
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 Minotaur. * 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 651. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | 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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frozenstinger (0 def, 6 armour) 2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Str +12 Wil +15 Con offense ------ Mindpower +8 (+2 eff.) Move Speed +25% Damage +9% physical +6% cold +6% mind +6% darkness Ignore resists +10% cold +9% physical When Hit 2 cold defense ------ Armor +6 Resistance +3% darkness other ------- Size +1 Talents +5 Rocket Boots Blindside: Puts all charms on 25 turn cooldown Effective talent level: 4.5 Power cost 25 out of 25/25. Range 6 Cooldown: 9 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 34 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Quiver | Ce'Nadara the Noonhash (22/22, 82-98 power, 18 apr) 3.0 Encumbrance T5 shot ammo [Random Unique] Master Weapon Damage 82.0 - 98.4 Physical Uses 70% Dex, 50% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +18 Critical Rate +47.0% Capacity 22 Projectile Speed +200% On-ranged-hit +20 light On-Hit, radius 1 +16 light On-crit, radius 2 +16 light On Hit: * 21% chance to reduce all saves and defense by 39 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 350 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | Biderab 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +3 Wil offense ------ Physical Crit +4.0% Mind Crit +4% Critical power +15.00% Physical Power +16 (+2 eff.) Damage +12% light defense ------ Resistance +3% acid +1% physical +9% nature other ------- Light +7 See Stealth +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eastern Wood Hat (17 def, 0 armour) 2.0 Encumbrance T5 head armor [Unique] Master While equipped: Stats +14 Cun +20 Dex offense ------ Physical Crit +10.0% Steam Crit +15% Damage +10% physical Ignore resists +15% physical Accuracy +40 (+7 eff.) Ignore Armor +15 defense ------ Defense +17 (+3 eff.) Blind Resist +100% other ------- Infravision +9 Sight +3 See Stealth +25 See Invisibility +25 Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery Blind-Fight: No penalty when attacking invisible/stealthed This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| On hands | Chalizor the dwarven-steel gauntlets (0 def, 3 armour) 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Cun +3 Dex offense ------ Physical Crit +9.0% Spell Crit +7% Mind Crit +10% Critical power +21.00% On-Hit (Melee): * 10% chance to slow global speed by 67% * 10 arcane resource burn defense ------ Armor +3 Fatigue +3% Resistance +9% lightning +6% temporal other ------- Talents +5 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Islarassra the ash wand of shielding [power 206] (20 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +3 Str offense ------ Physical Crit +5.0% Critical power +20.00% Damage +18% arcane Ignore resists +10% physical defense ------ Defense +30 (+6 eff.) Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Rimeire the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Str +5 Wil +13 Cun offense ------ Mindpower +7 (+2 eff.) On-Hit 9 physical On-Ranged-Hit 12 physical Damage +12% physical Ignore Armor +1 On-Hit (Melee): * 15% chance to reduce all saves and defense by 39 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 39 defense ------ Defense +12 (+2 eff.) Resistance +6% cold Life Regen +6.00 Stun Resist +26% other ------- Hate-on-crit +2.00 Max hate +11.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 5.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
| On fingers | Toxinspike the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +12 Dex +12 Mag +12 Cun offense ------ Ignore resists +5% mind +10% nature Accuracy +15 (+3 eff.) When Hit 2 mind 6 arcane On-Hit (Melee): * 20% chance to slow global speed by 67% defense ------ Resistance +9% nature +3% mind Spell save +23 (+6 eff.) Life +50.00 Disarm Resist +50% Pinning Resist +50% Knockbk Resist +48% Rings make your fingers look great! |
| Around neck | Limmir's Amulet of the Moon0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: Stats +5 Str +13 Dex +5 Mag +5 Wil +13 Cun +5 Con offense ------ Move Speed +15% Damage +20% lightning defense ------ Resistance +30% mind Damage Avoidance +8% Affinity +20% lightning Confus Resist +30% Stun Resist +60% Fear Resist +30% other ------- Light +2 Amulets make your neck look great! |
| In main hand | Hugrim 4.0 Encumbrance T5 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +8 acid On Hit: * 20% chance to reduce armor by 41% * flashes light on your target dealing 153 damage Uses 2.0 Steam While equipped: Stats +18 Str +18 Dex +21 Mag +18 Wil +15 Cun +8 Con offense ------ Critical power +15.00% Steampower +15 (+3 eff.) Damage +18% physical defense ------ Resistance +9% acid +3% darkness +12% blight other ------- Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Yvaldatha 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +8 Dex +2 Wil +6 Cun offense ------ Physical Crit +13.0% Mind Crit +15% Critical power +5.00% Damage +3% arcane +29% physical Ignore resists +20% arcane +22% physical defense ------ Armor +7 Life +52.00 A belt that goes around your waist. |
| In off hand | Poltergeist's Hugrim 4.0 Encumbrance T5 steamgun 1H weapon [Random Unique] Nature/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +8 acid On Hit: * 20% chance to reduce armor by 41% * flashes light on your target dealing 150 damage Uses 2.0 Steam While equipped: Stats +24 Str +24 Dex +27 Mag +35 Wil +20 Cun +25 Con offense ------ Critical power +15.00% defense ------ Resistance +9% acid +3% darkness +12% blight Life +41.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Chedunarek the elven-silk cloak (4 def, 15 armour) 2.0 Encumbrance T5 cloak armor [Random Unique] Master While equipped: Stats +9 Str +6 Dex +9 Con offense ------ Spell Crit +2% Spellpower +5 (+2 eff.) Damage +6% arcane defense ------ Armor +15 Defense +4 (+1 eff.) Resistance +3% blight +23% cold +30% lightning Spell save +30 (+8 eff.) Stun Resist +50% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Stamina/turn +1.30 Mana/turn +0.16 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | silk robe 'Eremyregotir' (0 def, 0 armour) 2.0 Encumbrance T4 cloth armor [Random Unique] Arcane While equipped: Stats +9 Mag offense ------ Damage +36% temporal +45% physical Ignore resists +25% temporal +32% physical defense ------ Resistance +3% blight +9% temporal +3% nature +13% all Anomaly Control +35 Life Regen +12.00 Poison Resist +70% Disease Resist +70% Cut Resist +70% Silence Resist +20% Confus Resist +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the duelist (efficiency 262% / cooldown 100%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 262% efficiency and cooldown mod of 100%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the sneak (efficiency 271% / cooldown 93%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 271% efficiency and cooldown mod of 93%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the titan (efficiency 168% / cooldown 88%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 168% efficiency and cooldown mod of 88%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 15)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 29 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the warrior (steam 16)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 27 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.5 steam per turn. Can be activated for an instant burst of 82 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion (heal 106; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 106 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 870%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 870% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fatal Attractor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Galvanic Retributor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Itching Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Power Distributor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Solid Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Toxic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Viral Injector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Voltaic Sentry0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: White Light Emitter0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Belara the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: defense ------ Armor +2 Resistance +11% temporal Mind save +9 (+2 eff.) Life +80.00 Silence Resist +10% Pinning Resist +21% Knockbk Resist +21% Amulets make your neck look great! |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% mind Confus Resist +24% Amulets make your neck look great! |
clarifying copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +10% mind Confus Resist +20% Amulets make your neck look great! |
copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
Aratha the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Cun +3 Wil offense ------ Physical Power +6 (+1 eff.) Combat Speed +10% Damage +6% arcane +6% physical Ignore resists +20% arcane defense ------ Resistance +5% arcane Amulets make your neck look great! |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+4 eff.) Mind save -7 (-2 eff.) Life +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. |
Xelaith0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str offense ------ Physical Power +30 (+5 eff.) When Hit 4 physical defense ------ Resistance +5% arcane +3% mind Unlife -40.00 life Amulets make your neck look great! |
warrior's steel amulet of magic (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
Delurazor0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Spellpower/crit +4 defense ------ Resistance +11% physical +12% mind +6% cold +12% nature +5% arcane Spell save +9 (+2 eff.) Teleport Resist +20% other ------- Stamina/turn +0.80 Vim-on-crit +2.00 Amulets make your neck look great! |
Emysewyn0.1 Encumbrance T3 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag offense ------ Spell Crit +5% Spellpower +5 (+2 eff.) Damage +6% darkness +6% temporal +7% light +6% physical Ignore resists +20% blight defense ------ Resistance +6% blight Mind save +18 (+4 eff.) Life +100.00 Poison Resist +20% Pinning Resist +20% other ------- Stamina/turn +3.00 Amulets make your neck look great! |
Fiery Choker0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% fire -5% cold defense ------ Resistance +20% fire -20% cold Affinity +30% fire Blind Resist +40% On Spell Hit: 10% Volcano level 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Gloreda the Skywhisper0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +7 Str +7 Dex +7 Wil offense ------ Damage +9% lightning Ignore resists +15% lightning On-Hit (Melee): * 20% chance to reduce armor by 41% * 20% chance to reduce all saves and defense by 39 defense ------ Resistance +15% acid +9% mind Amulets make your neck look great! |
Smolderwyrd0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +3 Mag +6 Wil +3 Cun offense ------ Ignore resists +25% blight defense ------ Resistance +21% mind +9% fire Confus Resist +38% other ------- See Invisibility +12 Amulets make your neck look great! |
Winterrage the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Ignore resists +25% cold When Hit 10 cold On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +6% blight +20% darkness other ------- Masteries +0.25 Steamtech/Avoidance +0.25 Steamtech/Bullets mastery Amulets make your neck look great! |
Woemight0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +5 Cun +11 Con offense ------ Move Speed +10% When Hit 4 darkness On-Hit (Melee): * 20 arcane resource burn defense ------ Fatigue -6% Resistance +6% temporal +13% mind +3% darkness Life Regen +3.00 Confus Resist +35% other ------- Stamina/turn +0.50 Amulets make your neck look great! |
gold amulet 'Abysslace'0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: offense ------ Critical power +12.00% Spellpower +7 (+2 eff.) Damage +8% blight +23% fire Ignore resists +10% fire On-Hit (Melee): * 20% chance to reduce armor by 41% defense ------ Armor +5 Defense +6 (+1 eff.) Resistance +18% light +18% darkness Max Resistance +4% all Physical save +10 (+3 eff.) Blind Resist +30% Amulets make your neck look great! |
Bokerion0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: defense ------ Armor +12 Defense +30 (+6 eff.) Resistance +12% cold Life +40.00 Healmod +24% Poison Resist +20% Disease Resist +21% Cut Resist +80% Silence Resist +20% Out-of-Phase Defense +16 Out-of-Phase Resistance +16% Out-of-Phase Resilience +16% Heal: Puts all charms on 35 turn cooldown Effective talent level: 2.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 384 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Flare's kiss0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: Stats +11 Dex +9 Cun +9 Con offense ------ Move Speed +10% Damage +6% light +18% physical Ignore resists +10% physical Ignore Armor +5 When Hit 10 fire defense ------ Fatigue -5% Life Regen +5.00 other ------- Stamina/turn +1.30 Psi when Hit +0.20 Max stamina +30.00 Amulets make your neck look great! |
Ce'Nerethra the Oakzephyr,0.1 Encumbrance T5 amulet jewelry [Rare] Arcane While equipped: Stats +6 Mag +4 Wil +5 Cun offense ------ Spell Crit +5% Critical power +20.00% Spellpower +6 (+2 eff.) Mindpower +20 (+5 eff.) Damage +8% temporal +8% light +8% physical +6% nature +8% darkness Ignore resists +25% nature On-Hit (Melee): * 20% chance to slow global speed by 67% * 20% chance to reduce all saves and defense by 39 Amulets make your neck look great! |
Delyran the Singebloom0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Mag offense ------ Critical power +17.00% Damage +6% fire Ignore resists +5% fire Accuracy +9 (+2 eff.) Ignore Armor +16 When Hit 10 acid 6 fire On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 31 defense ------ Resistance +9% fire Physical save +21 (+6 eff.) Spell save +21 (+5 eff.) Mind save +25 (+6 eff.) Amulets make your neck look great! |
Mayuyavea the voratun amulet0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +9 Dex offense ------ Critical power +20.00% Spellpower +10 (+3 eff.) Mindpower +30 (+7 eff.) Damage +13% blight +15% fire defense ------ Fatigue -9% Resistance +5% arcane +3% blight Physical save +12 (+4 eff.) Life +20.00 Life Regen +5.00 Amulets make your neck look great! |
Nerythra the voratun amulet0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +18 Dex +14 Wil +9 Cun +13 Con offense ------ Move Speed +10% Damage +9% mind When Hit 10 mind defense ------ Fatigue -10% Resistance +30% mind Life Regen +4.00 Confus Resist +50% other ------- Stamina/turn +1.30 Hate-on-crit +3.00 Infravision +4 Amulets make your neck look great! |
vitalizing voratun amulet of murder0.1 Encumbrance T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Con offense ------ Critical power +16.00% Accuracy +9 (+2 eff.) Ignore Armor +16 defense ------ Physical save +8 (+2 eff.) Life +48.00 Life Regen +10.00 Amulets make your neck look great! |
voratun amulet 'Prismparry'0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Dex offense ------ Damage +18% light On-Hit (Melee): * 20% chance to reduce all saves and defense by 39 defense ------ Armor +7 Defense +12 (+2 eff.) Resistance +6% lightning +26% light +6% fire +6% mind +23% darkness Max Resistance +7% all Physical save +27 (+8 eff.) Blind Resist +45% Amulets make your neck look great! |
wanderer's voratun amulet of vision0.1 Encumbrance T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +8 Dex +8 Cun +6 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +5.00 Blind Resist +26% other ------- Stamina/turn +0.90 Infravision +10 Sight +2 See Invisibility +12 Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 20/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Gagaravea the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +2 Dex +4 Wil +2 Cun +5 Con offense ------ Physical Power +6 (+1 eff.) Mindpower +5 (+1 eff.) Damage +6% acid When Hit 2 mind other ------- See Invisibility +3 Rings make your fingers look great! |
titan's copper ring of lightning (+22%) =con 3=0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Physical save +6 (+2 eff.) Rings make your fingers look great! |
Lisora0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +10% cold defense ------ Resistance +18% lightning +20% cold +6% light +6% temporal Disease Resist +20% Disarm Resist +20% Rings make your fingers look great! |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+2 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Salethra the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +3 Mag defense ------ Fatigue -5% Mind save +15 (+3 eff.) other ------- Encumbrance +24 Psi when Hit +0.20 Vim-on-crit +2.00 Max hate +8.00 Max vim +40.00 Rings make your fingers look great! |
Serpentborn the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +6% nature +12% acid defense ------ Resistance +12% acid +3% fire +5% arcane +3% light Mind save +8 (+2 eff.) Rings make your fingers look great! |
Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
marksman's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+1 eff.) defense ------ Blind Resist +24% other ------- Infravision +3 See Stealth +10 See Invisibility +7 Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
titan's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+1 eff.) Blind Resist +23% other ------- Infravision +4 See Stealth +8 See Invisibility +5 Rings make your fingers look great! |
treant's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Psionic While equipped: defense ------ Resistance +7% nature +8% blight Mind save +7 (+1 eff.) Poison Resist +12% Disease Resist +11% Confus Resist +26% Rings make your fingers look great! |
wizard's steel ring of darkness (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +12% darkness defense ------ Resistance +24% darkness Spell save +6 (+2 eff.) Rings make your fingers look great! |
Bregedunatar0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +14% cold On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 31 defense ------ Fatigue -6% Resistance +28% cold Life +74.00 Disease Resist +20% Disarm Resist +42% Pinning Resist +23% Knockbk Resist +20% other ------- Encumbrance +27 Rings make your fingers look great! |
Prismtickler the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +2 Cun +3 Con defense ------ Resistance +12% lightning Physical save +6 (+2 eff.) other ------- Light +3 See Invisibility +15 Rings make your fingers look great! |
gold ring 'Cyritha'0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +5 Mag +6 Wil +6 Cun offense ------ Spellpower +8 (+2 eff.) Accuracy +8 (+2 eff.) defense ------ Defense +27 (+5 eff.) Resistance +3% temporal +6% cold +6% light +6% nature Rings make your fingers look great! |
gold ring 'Silenor'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +15 Str +6 Dex offense ------ Physical Power +30 (+5 eff.) Damage +18% mind defense ------ Armor +14 other ------- Psi when Hit +0.16 Rings make your fingers look great! |
gold ring 'Skyquill'0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +18% lightning +19% cold Ignore resists +15% fire When Hit 2 fire defense ------ Resistance +38% cold Rings make your fingers look great! |
gold ruby ring0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +8 Cun +4 Con offense ------ On-Hit 21 physical On-Ranged-Hit 23 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 39 On-Hit (Ranged): * 16% chance to reduce all saves and defense by 39 other ------- Hate-on-crit +2.00 Max hate +10.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
mule's stralite ring of clarity0.1 Encumbrance T4 ring jewelry [Ego] Master/Psionic While equipped: defense ------ Fatigue -7% Mind save +8 (+2 eff.) Confus Resist +28% other ------- Encumbrance +28 Rings make your fingers look great! |
painweaver's stralite ring0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: offense ------ Physical Power +12 (+2 eff.) Spellpower +9 (+3 eff.) Mindpower +11 (+3 eff.) Damage +5% all Rings make your fingers look great! |
stralite ring 'Lisyseth'0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: Stats +9 Wil offense ------ Physical Power +25 (+4 eff.) Ignore resists +20% physical Accuracy +30 (+5 eff.) Ignore Armor +2 defense ------ Defense +15 (+3 eff.) Physical save +18 (+5 eff.) Mind save +18 (+4 eff.) Rings make your fingers look great! |
Galorand the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Master While equipped: Stats +6 Str +9 Con offense ------ Physical Power +13 (+2 eff.) Damage +12% temporal Ignore resists +10% temporal When Hit 8 arcane defense ------ Fatigue -10% Life Regen +6.00 Stun Resist +50% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Encumbrance +39 Rings make your fingers look great! |
ethereal yew vilestaff of greater warding (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Ego++] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +15 (+4 eff.) Damage +20% darkness Ignore Shields +20% defense ------ Armor +9 Defense +29 (+6 eff.) Shield Power +14% other ------- Wards +3 darkness Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+12 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
dragonbone starstaff 'Morbusgrind' (30-36 power, 6 apr, temporal element)5.0 Encumbrance T5 staff 2H weapon [Rare] Master Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +20% Critical power +17.00% Spellpower +15 (+4 eff.) Damage +20% acid +9% cold +30% temporal Ignore resists +20% acid +34% cold +54% nature On-Hit (Melee): * 27% chance to reduce armor by 41% defense ------ Resistance +27% blight Spell save +18 (+5 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
imbued dragonbone starstaff of wizardry (30-36 power, 6 apr, physical element)5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +5 Mag +6 Wil offense ------ Spell Crit +5% Spellpower +27 (+7 eff.) Damage +30% physical other ------- Max mana +110.00 Talents +1 Command Staff On Spell Hit: 10% Sun Ray level 6 Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone starstaff of wizardry (30-36 power, 6 apr, physical element)5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Mag +6 Wil offense ------ Spell Crit +5% Critical power +40.00% Spellpower +36 (+9 eff.) On-Hit 32 fire Damage +30% physical other ------- Max mana +110.00 See Invisibility +20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone vilestaff of illumination (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane/Nature Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +40.00% Spellpower +25 (+7 eff.) On-Hit 33 fire Damage +30% fire defense ------ Defense +15 (+3 eff.) other ------- Light +5 See Invisibility +19 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 3.5 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 194.51 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
warbringer's voratun battleaxe of erosion (55-82 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Ego+] Nature/Master Weapon Damage 55.0 - 82.5 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +28 nature While equipped: Stats +7 Con offense ------ Physical Power +21 (+3 eff.) Ignore resists +20% physical defense ------ Disarm Resist +45% Massive two-handed battleaxes. |
Laser Powered Giant Smasher (80-120 power, 0 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Unique] Unknown/Steamtech Weapon Damage 80.0 - 120.0 Light Uses 50% Mag, 130% Str Accuracy Bonus +0.2% base damage (max 20%) Critical Rate +25.0% Attack Speed 100% On-hit +20 lightning +20 fire While equipped: offense ------ Against +10% Humanoid +10% Giant defense ------ Confus Resist +100% Fear Resist +100% other ------- Talents +1 Laser Powered Smash The Laser Powered Giant Smasher, nicknamed the Gloryhammer. You can feel it vibrating with untold power in your hands. |
Skysmasher (70-105 power, 17 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Unique] Steamtech Weapon Damage 70.0 - 105.0 Physical Uses 50% Mag, 130% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +17 Critical Rate +20.0% Attack Speed 100% On-crit, radius 2 +75 physical +75 fire While equipped: Stats +5 Cun +5 Str other ------- Talents +1 Rocket Smash The discovery of rockets has proved incredibly dangerous. It is not always clear for whom. |
quick voratun longsword of shearing (41-57 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego++] Master Weapon Damage 41.0 - 57.4 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Dex offense ------ Combat Speed +10% Ignore resists +14% all Accuracy +38 (+7 eff.) Ignore Armor +15 Sharp, long, and deadly. |
stormbringer's voratun longsword of enduring (42-59 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego++] Nature Weapon Damage 42.0 - 58.8 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +37 lightning +45 cold While equipped: Stats +15 Con +15 Wil offense ------ Move Speed +48% Ignore resists +24% lightning +24% cold defense ------ Life +110.00 Sharp, long, and deadly. |
truestriking voratun longsword of projection (42-59 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego++] Master/Psionic Weapon Damage 42.0 - 58.8 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Ignore resists +15% physical Accuracy +22 (+4 eff.) Ignore Armor +11 Sharp, long, and deadly. |
caustic voratun mace (46-64 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego+] Nature Weapon Damage 45.5 - 63.7 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +45 acid +45 nature While equipped: offense ------ Ignore resists +25% acid +25% nature Ignore Armor +14 Blunt and deadly. |
Sunwasp (38-54 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Rare] Master Weapon Damage 38.5 - 53.9 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +20 blight On-Hit, radius 1 +20 light +27 fire On Hit: * 27% chance to reduce strength, dexterity, and constitution by 31 While equipped: offense ------ Damage +21% blight +24% temporal +15% light +21% fire Ignore resists +20% temporal +12% physical Accuracy +24 (+4 eff.) Ignore Armor +12 When Hit 14 temporal defense ------ Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% One-handed war axes. |
balanced voratun waraxe of shearing (40-56 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Master Weapon Damage 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Ignore resists +15% all Accuracy +38 (+7 eff.) Ignore Armor +14 defense ------ Defense +12 (+2 eff.) Disarm Resist +43% One-handed war axes. |
truestriking voratun waraxe (40-57 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Master Weapon Damage 40.5 - 56.7 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Ignore resists +15% physical Accuracy +21 (+4 eff.) Ignore Armor +11 One-handed war axes. |
truestriking voratun waraxe of dampening (42-58 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Disrupt/Master Weapon Damage 41.5 - 58.1 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Ignore resists +15% physical Accuracy +23 (+4 eff.) Ignore Armor +14 defense ------ Resistance +17% acid +17% lightning +17% cold +17% fire +10% all Spell save +15 (+4 eff.) One-handed war axes. |
acidic voratun dagger (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego] Arcane Weapon Damage 37.5 - 48.8 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 186 damage over 5 turns and reducing armor and accuracy by 24 Sharp, short and deadly. |
acidic voratun dagger of shearing (36-47 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 36.5 - 47.5 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 186 damage over 5 turns and reducing armor and accuracy by 24 While equipped: offense ------ Ignore resists +15% all Accuracy +23 (+4 eff.) Ignore Armor +13 Sharp, short and deadly. |
blazebringer's voratun dagger of persecution (37-48 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Nature/Disrupt Weapon Damage 37.0 - 48.1 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% Damage Against +29% Unnatural On-crit, radius 2 +90 fire While equipped: Stats +7 Wil offense ------ Global Speed +11% Ignore resists +20% fire Sharp, short and deadly. |
Core of the Forge (24-26 power, 40 apr, dreamforge damage)3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 24.0 - 26.4 Dreamforge Uses 60% Wil, 50% Mag, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Cun +6 Wil offense ------ Mind Crit +8% Physical Power +10 (+1 eff.) Mindpower +16 (+4 eff.) On-Hit 30 dreamforge Damage +10% physical +10% mind +10% fire Ignore resists +10% mind +10% physical Accuracy +10 (+2 eff.) defense ------ Resistance +5% physical +5% mind +15% fire other ------- Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Effective talent level: 4.5 Power cost 24 out of 30/30. Range melee/personal Cooldown: 24 Travel.spd instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 45.83 mind damage, 43.40 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 4.01 mind and 3.80 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Skeletal Claw (55-61 power, 8 apr)3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 55.0 - 60.5 Physical Uses 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 125% On-hit +30 bleed On-crit, radius 2 +50 bleed On Hit: 10% Bone Grab level 3 On Hit: 20% Bone Spear level 4 While equipped: offense ------ Spellpower +4 (+1 eff.) Combat Speed +10% defense ------ Defense +12 (+2 eff.) other ------- Masteries +0.25 Corruption/Bone On Spell Hit: 10% Bone Spear level 4 Bone Nova: Effective talent level: 5.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 5 for 369.74 physical damage, and inflicting bleeding for another 184.87 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Whip of Urh'Rok (55-61 power, 0 apr)3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 55.0 - 60.5 Devouring flames Uses 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +9.0% Attack Speed 125% On Hit: 20% Bone Nova level 4 On Hit: 15% Blood Boil level 3 While equipped: offense ------ Spellpower +15 (+4 eff.) Damage +20% blight +20% fire other ------- See Invisibility +2 Telepathy Demon/Minor Demon/Major While carried: offense ------ Damage +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Glinthacker4.0 Encumbrance T5 longbow 2H weapon [Rare] Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +24 light On Hit: * 27% chance to reduce armor by 41% While equipped: Stats +12 Dex offense ------ Mind Crit +5% Mindpower +41 (+10 eff.) Damage +21% light Ignore resists +34% acid +15% physical On-Hit (Ranged): * 27 arcane resource burn * 27% chance to slow global speed by 67% defense ------ Resistance +27% cold Longbows are used to shoot arrows at your foes. |
Chargesear4.0 Encumbrance T5 sling 1H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +25 lightning On-Hit, radius 1 +12 lightning On-crit, radius 2 +45 lightning +43 cold While equipped: Stats +5 Str offense ------ Physical Power +13 (+2 eff.) Move Speed +49% Damage +52% lightning Ignore resists +25% lightning +18% cold When Hit 2 blight defense ------ Resistance +21% lightning +3% blight Slings are used to hurl stones or metal shots at your foes. |
Sparkbliss the voratun steamgun4.0 Encumbrance T5 steamgun 1H weapon [Rare] Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-crit, radius 2 +24 lightning On Hit: * 27% chance to gain 10% of a turn (3/turn limit) Uses 2.0 Steam While equipped: offense ------ Damage +27% lightning +9% temporal +9% nature Accuracy +15 (+3 eff.) When Hit 14 cold 14 temporal defense ------ Resistance +9% lightning +9% cold other ------- Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Taintrage4.0 Encumbrance T5 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +800% On-ranged-hit +16 cold On Hit: 10% Arcane Vortex level 5 Uses 2.0 Steam While equipped: Stats +3 Cun +7 Mag offense ------ Spellpower +15 (+4 eff.) Combat Speed +10% Damage +22% cold +10% arcane +15% nature defense ------ Defense +5 (+1 eff.) Resistance +5% arcane +6% temporal Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Thoughtcaster4.0 Encumbrance T5 steamgun 1H weapon [Unique] Psionic/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Damage Multiplier 110% Range +10 Projectile Speed +600% On Hit: * deal 77.97 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: offense ------ Steam Crit +5% Mind Crit +5% Steampower +15 (+3 eff.) Mindpower +15 (+4 eff.) other ------- Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
voratun steamgun4.0 Encumbrance T5 steamgun 1H weapon [Normal] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
quiver of dragonbone arrows 'Dourstun' (22/22, 68-95 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Rare] Arcane Weapon Damage 68.0 - 95.2 Physical Uses 50% Str, 50% Mag, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +9.0% Capacity 22 Projectile Speed +272% On-ranged-hit +16 physical On-Hit, radius 1 +27 darkness On-crit, radius 2 +24 cold On Hit: * 27% chance to reduce all saves and defense by 39 On Critical: * Splash the target with acid dealing 186 damage over 5 turns and reducing armor and accuracy by 24 While equipped: other ------- Reload +5 Arrows are used with bows to pierce your foes to death. |
slimey quiver of dragonbone arrows of grasping (22/22, 51-71 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Ego+] Nature/Disrupt Weapon Damage 51.0 - 71.4 Physical Uses 70% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 22 On Hit: * 27% chance to slow global speed by 67% * 20% chance to create vines that bind the target to the ground dealing 263 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
Dritir the Rotraptor (57/58, 73-88 power, 27 apr)3.0 Encumbrance T5 shot ammo [Random Unique] Arcane/Master Weapon Damage 73.0 - 87.6 Physical Uses 50% Cun, 50% Mag, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +27 Critical Rate +19.0% Capacity 58 Auto Reload 2 Projectile Speed +200% On-ranged-hit +4 arcane On-crit, radius 2 +21 arcane On Hit: * 21% chance to slow global speed by 67% * 25% chance for lightning to strike from the target to a second target dealing 111 damage Shots are used with slings to pummel your foes to death. |
Voradathra the pouch of voratun shots (23/23, 79-95 power, 6 apr)3.0 Encumbrance T5 shot ammo [Random Unique] Arcane/Master Weapon Damage 79.0 - 94.8 Physical Uses 50% Cun, 50% Mag, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +22.0% Capacity 23 Projectile Speed +272% Ignore Shields +40% On-ranged-hit +42 blight On-crit, radius 2 +20 physical On Hit: 20% Epidemic level 5 On Hit: * 18% chance to reduce strength, dexterity, and constitution by 31 * 25% chance for lightning to strike from the target to a second target dealing 111 damage On Critical: * Wound the target dealing 350 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Reload +5 Shots are used with slings to pummel your foes to death. |
deadly pouch of voratun shots of annihilation (18/18, 80-95 power, 18 apr)3.0 Encumbrance T5 shot ammo [Ego+] Master Weapon Damage 79.5 - 95.4 Physical Uses 70% Dex, 50% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +18 Critical Rate +19.0% Capacity 18 Projectile Speed +200% Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of crippling (21/21, 56-67 power, 6 apr)3.0 Encumbrance T5 shot ammo [Ego++] Master/Psionic Weapon Damage 56.0 - 67.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +22.0% Capacity 21 On-ranged-hit +40 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 263 physical damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
dreamer's linen robe of lightning (+21%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Damage +14% lightning defense ------ Resistance +21% lightning +12% darkness +12% mind +7% all Physical save +12 (+4 eff.) Spell save +12 (+3 eff.) Mind save +23 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient silk robe (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: Stats +8 Mag offense ------ Damage +21% temporal +25% physical Ignore resists +13% temporal +13% physical defense ------ Resistance +13% all Anomaly Control +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient elven-silk robe of power (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +10 Mag offense ------ Spellpower +20 (+5 eff.) Damage +28% temporal +30% physical +13% all Ignore resists +15% temporal +15% physical defense ------ Resistance +15% all Anomaly Control +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Undeathsnake' (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Str +15 Mag +15 Wil offense ------ Damage +29% light +9% nature Ignore resists +10% mind defense ------ Resistance +43% light +15% all other ------- Mana/turn +0.55 Psi/turn +0.67 Psi when Hit +0.20 Infravision +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Abyssgore (20 def, 8 armour)9.0 Encumbrance T5 light armor [Rare] Master While equipped: Stats +10 Str +8 Wil +4 Con offense ------ Damage +21% mind When Hit 12 mind defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Resistance +45% acid +30% fire Spell save +12 (+3 eff.) A suit of armour made of leather. |
voratun plate armour of Eyal (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego+] Nature While equipped: defense ------ Armor +16 Fatigue +22% Life +80.00 Life Regen +11.00 Healmod +20% A suit of armour made of metal plates. |
Girdle of Preservation1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+5 eff.) Spell save +15 (+4 eff.) Mind save +15 (+3 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
cleansing drakeskin leather belt of the vagrant1.0 Encumbrance T5 belt armor [Ego+] Nature/Disrupt While equipped: Stats +6 Con offense ------ Mindpower +10 (+2 eff.) defense ------ Resistance +15% acid +13% blight Mind save +15 (+3 eff.) A belt that goes around your waist. |
Aritta the linen cloak (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +3 Str offense ------ Damage +9% physical defense ------ Defense +6 (+1 eff.) Resistance +0% lightning +0% cold +5% arcane +0% nature Life +33.00 Blind Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dryleg the Brightwaker (13 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Nature While equipped: Stats +4 Dex +6 Mag +6 Wil offense ------ Damage +9% light On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +13 (+3 eff.) Resistance +8% acid +1% physical +8% cold +8% fire +10% lightning Spell save +15 (+4 eff.) Unlife -60.00 life other ------- Max mana +55.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shinesnake the elven-silk cloak (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Str +3 Dex +4 Cun +5 Con offense ------ Ignore resists +20% light When Hit 4 light defense ------ Defense +3 (+1 eff.) Resistance +18% lightning +20% nature +18% blight Physical save +14 (+4 eff.) Life +81.00 Life Regen +4.00 Healmod +16% other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Max Resistance +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
thick elven-silk cloak of Eldoral (3 def, 12 armour)2.0 Encumbrance T5 cloak armor [Ego] Master While equipped: Stats +4 Cun +4 Dex defense ------ Armor +12 Defense +3 (+1 eff.) Resistance +30% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
blood-soaked pair of drakeskin leather boots of massiveness (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego++] Master While equipped: Stats +10 Str +10 Con offense ------ Physical Crit +6.0% Physical Power +6 (+1 eff.) Damage +9% physical Ignore Armor +13 defense ------ Armor +5 other ------- Size +1 A pair of boots made of leather. |
dreamer's pair of drakeskin leather boots (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Psionic While equipped: Stats +6 Cun +6 Wil defense ------ Armor +5 Physical save +13 (+4 eff.) Spell save +15 (+4 eff.) Mind save +15 (+3 eff.) A pair of boots made of leather. |
pair of drakeskin leather boots of phasing (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil defense ------ Armor +5 Blink to a nearby random location (rad 15) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
Naturefurnace (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: offense ------ Physical Crit +6.0% Physical Power +5 (+1 eff.) Spellpower +11 (+3 eff.) Ignore resists +17% temporal +16% darkness +5% fire Ignore Armor +11 When Hit 8 nature 4 fire On-Hit (Melee): * 20% chance to slow global speed by 67% defense ------ Armor +5 Fatigue +4% Resistance +25% temporal +30% darkness +9% nature Out-of-Phase Defense +30 Out-of-Phase Resistance +18% Out-of-Phase Resilience +28% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
invigorating pair of voratun boots of tirelessness (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Nature/Master While equipped: offense ------ Move Speed +10% defense ------ Armor +5 Fatigue -6% Life +60.00 other ------- Stamina/turn +1.90 Max stamina +39.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
drakeskin leather gloves 'Magmawilder' (0 def, 19 armour)1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Cun +13 Con offense ------ On-Hit 14 fire Damage +19% fire Ignore resists +10% fire Accuracy +12 (+2 eff.) When Hit 6 fire defense ------ Armor +19 Hardiness +13% Resistance +25% fire +20% darkness +10% physical other ------- Infravision +4 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 3.1 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 35 for 6 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Adith (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +16 Mag +12 Wil +6 Cun offense ------ Physical Power +16 (+2 eff.) Spellpower +13 (+4 eff.) On-Hit 16 arcane Damage +8% arcane defense ------ Armor +3 Fatigue +5% Resistance +9% light +9% darkness +8% arcane +9% mind Unlife -40.00 life Life +60.00 Disease Resist +21% other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 turn cooldown Effective talent level: 2.5 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 127.26 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Ruthless Grip (0 def, 5 armour)1.5 Encumbrance T4 hands armor [Unique] Psionic While equipped: offense ------ On-Hit 15 darkness 15 cold Damage +20% darkness +20% cold defense ------ Armor +5 Unlife -100.00 life Healmod -10% other ------- Max hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Effective talent level: 4.5 Power cost 20 out of 30/30. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 33.90 mind and 33.90 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 32% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 32. Terrified: Deals 7.91 mind and 7.91 darkness damage per turn and increases cooldowns by 50%. Haunted: Causes the target to suffer 13.10 mind and 13.10 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Flashtrail the drakeskin leather hat (0 def, 5 armour)2.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats +6 Dex +6 Mag +3 Wil +3 Con offense ------ Damage +9% blight +9% fire On-Hit (Melee): * 27% chance to reduce all saves and defense by 39 defense ------ Armor +5 Fatigue +5% Resistance +15% lightning +15% temporal +20% mind +18% acid Crit Resistance 20.40% A hat made of leather. Very stylish. |
elven-silk wizard hat 'Freezewire' (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Psionic While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +20% acid +19% physical +16% darkness +9% cold Ignore resists +20% nature +30% arcane When Hit 6 cold defense ------ Defense +3 (+1 eff.) Resistance +14% lightning +15% temporal +20% darkness +15% physical +18% cold +6% arcane +30% acid other ------- Max hate +15.00 A pointy cloth hat, very wizardly... |
mindwoven elven-silk wizard hat of knowledge (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego+] Psionic While equipped: Stats +7 Cun +7 Wil offense ------ Mind Crit +5% Mindpower +12 (+3 eff.) defense ------ Defense +3 (+1 eff.) other ------- Psi/turn +0.32 A pointy cloth hat, very wizardly... |
Eye of the Forest (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+2 eff.) Mind save +12 (+3 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 3.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Un'fezan's Cap (1 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil offense ------ Spellpower +8 (+2 eff.) Mindpower +8 (+2 eff.) defense ------ Defense +1 (+0 eff.) Resistance +10% temporal +10% physical Anomaly Control +5 other ------- Masteries +0.20 Chronomancy/Timetravel Wormhole: Effective talent level: 2.5 Power cost 15 out of 15/15. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 3 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Silitta the Blackwilder (8 def, 13 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Cun +3 Wil offense ------ Mind Crit +1% Mindpower +35 (+9 eff.) Damage +6% mind Ignore resists +15% darkness +5% mind defense ------ Armor +13 Defense +8 (+2 eff.) Fatigue +5% Resistance +15% acid +14% cold +15% lightning +14% fire +24% mind +7% all Physical save +15 (+5 eff.) Mind save +30 (+7 eff.) Confus Resist +39% other ------- Max psi +20.00 A hat made of leather. Very stylish. |
X-Ray Goggles (10 def, 0 armour)2.0 Encumbrance T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun offense ------ Accuracy +20 (+4 eff.) defense ------ Defense +10 (+2 eff.) Blind Resist +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 30 power out of 30/30 How do these even work? |
cleansing drakeskin leather cap of trickery (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego+] Disrupt/Master While equipped: Stats +5 Cun +5 Dex offense ------ Ignore Armor +8 defense ------ Armor +5 Fatigue +5% Resistance +15% nature +11% blight A cap made of leather. |
grounding drakeskin leather cap of the bounder (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego+] Nature/Master While equipped: Stats +9 Str +9 Dex defense ------ Armor +5 Fatigue +5% Resistance +15% lightning +15% temporal Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1144.3 Physical damage. If the attack hits, the target is confused (48% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
miner's voratun helm of trickery (0 def, 9 armour)3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +3 Cun +4 Dex offense ------ Ignore Armor +8 defense ------ Armor +9 Fatigue +5% other ------- Infravision +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
18 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
25 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
23 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
21 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
27 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
33 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Lifebinding Emerald0.0 Encumbrance T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Item imbue powers: Stats +15 Con Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Stun Resist +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
1606 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
40 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+2 eff.) Spellpower +12 (+3 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 5.5 Power cost 80 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 43.62 cold damage and 88.78 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
well-made waterproof coating0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +15% nature +15% cold Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grip0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +80% other ------- Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
great air recycler0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel crystal edge0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: offense ------ Critical power +9.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
stralite shocking edge0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft viral injector0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to weapon Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 59] amazing fiery salve [power 59]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 238% efficiency and 58% cooldown modifier. Remove 3 magical effects and grants a fiery aura (59% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing frost salve [power 59] amazing frost salve [power 59]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 238% efficiency and 58% cooldown modifier. Remove 3 physical effects and grants a frost aura (59% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing healing salve [power 846] amazing healing salve [power 846]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 238% efficiency and 58% cooldown modifier. Heal 846 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
amazing pain suppressor salve [power 741] amazing pain suppressor salve [power 741]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 238% efficiency and 58% cooldown modifier. Let you fight up to -741 life and reduces all damage by 30% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
amazing water salve [power 59] amazing water salve [power 59]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 238% efficiency and 58% cooldown modifier. Remove 3 mental effects and grants a water aura (59% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Elekira the Galetrial (dig speed 11 turns)3.0 Encumbrance T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +8 Str +4 Mag offense ------ Spell Crit +10% Damage +18% lightning Ignore resists +20% lightning +30% arcane +32% acid defense ------ Fatigue -10% Resistance +12% lightning +10% fire +10% darkness other ------- Max mana +52.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Nimbusspawner (dig speed 5 turns)3.0 Encumbrance T5 digger tool [Random Unique] Master While equipped: Stats +3 Str offense ------ Damage +15% lightning +9% blight Ignore resists +30% mind On-Hit (Melee): * 26% chance to reduce strength, dexterity, and constitution by 31 defense ------ Resistance +18% mind Life +77.00 other ------- Max stamina +57.00 Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 5.5 Power cost 30 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 163.33 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Demonic Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)1.0 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 200% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rimewhisper the dragonbone totem of stinging [power 560] (15 cooldown)2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Damage +15% temporal Ignore resists +15% temporal +20% cold defense ------ Resistance +6% cold +9% temporal Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Sting an enemy dealing 599 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Sleetidol the dragonbone wand of lightning storm [power 560] (15 cooldown)2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: Stats +7 Cun +7 Wil offense ------ Mindpower +41 (+10 eff.) Damage +27% mind +12% cold When Hit 8 cold defense ------ Resistance +39% fire Mind save +15 (+3 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 142 lightning damage and will be dazed for 1 turn (711 total damage) Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Biblo Bangings the Halfling Gunslinger level 40
32nd Haze 123rd year of Ascendancy at 16:12 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Biblo Bangings the Halfling Gunslinger level 50
73rd Pyre 124th year of Ascendancy at 01:25 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Biblo Bangings the Halfling Gunslinger level 40
73rd Dusk 123rd year of Ascendancy at 09:21 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Biblo Bangings the Halfling Gunslinger level 44
58th Haze 123rd year of Ascendancy at 15:54 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Biblo Bangings the Halfling Gunslinger level 50
47th Pyre 124th year of Ascendancy at 06:01 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Biblo Bangings the Halfling Gunslinger level 43
42nd Haze 123rd year of Ascendancy at 08:42 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Biblo Bangings the Halfling Gunslinger level 20
16th Regrowth 123rd year of Ascendancy at 17:18 see stats
Destroyer of the creation (Insane (Adventure) difficulty)
Killed Slasul.By Biblo Bangings the Halfling Gunslinger level 46
68th Haze 123rd year of Ascendancy at 03:03 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Biblo Bangings the Halfling Gunslinger level 42
38th Haze 123rd year of Ascendancy at 01:25 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Biblo Bangings the Halfling Gunslinger level 32
8th Flare 123rd year of Ascendancy at 07:02 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Biblo Bangings the Halfling Gunslinger level 50
20th Haze 124th year of Ascendancy at 09:13 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Biblo Bangings the Halfling Gunslinger level 22
33rd Pyre 123rd year of Ascendancy at 17:31 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Biblo Bangings the Halfling Gunslinger level 30
77th Pyre 123rd year of Ascendancy at 02:04 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Biblo Bangings the Halfling Gunslinger level 27
59th Pyre 123rd year of Ascendancy at 21:25 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Biblo Bangings the Halfling Gunslinger level 50
10th Haze 124th year of Ascendancy at 07:17 see stats
Gem of the Moon (Insane (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Biblo Bangings the Halfling Gunslinger level 50
7th Flare 124th year of Ascendancy at 14:22 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Biblo Bangings the Halfling Gunslinger level 34
24th Dusk 123rd year of Ascendancy at 02:09 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Biblo Bangings the Halfling Gunslinger level 10
3rd Mirth 122nd year of Ascendancy at 08:10 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Biblo Bangings the Halfling Gunslinger level 20
55th Haze 122nd year of Ascendancy at 12:01 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Biblo Bangings the Halfling Gunslinger level 30
76th Pyre 123rd year of Ascendancy at 14:29 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Biblo Bangings the Halfling Gunslinger level 40
73rd Dusk 123rd year of Ascendancy at 09:00 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Biblo Bangings the Halfling Gunslinger level 50
45th Regrowth 124th year of Ascendancy at 04:59 see stats
Oozemancer (Insane (Adventure) difficulty)
Destroyed the corrupted oozemancer.By Biblo Bangings the Halfling Gunslinger level 50
23rd Pyre 124th year of Ascendancy at 05:25 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Biblo Bangings the Halfling Gunslinger level 50
36th Dusk 124th year of Ascendancy at 05:25 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Biblo Bangings the Halfling Gunslinger level 47
7th Allure 124th year of Ascendancy at 22:43 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Biblo Bangings the Halfling Gunslinger level 29
69th Pyre 123rd year of Ascendancy at 17:10 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Biblo Bangings the Halfling Gunslinger level 50
53rd Dusk 124th year of Ascendancy at 02:17 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Biblo Bangings the Halfling Gunslinger level 33
10th Flare 123rd year of Ascendancy at 22:35 see stats
Sequence Master (Insane (Adventure) difficulty)
Use 5 different glyph sequences.By Biblo Bangings the Halfling Gunslinger level 50
61st Pyre 124th year of Ascendancy at 08:37 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Biblo Bangings the Halfling Gunslinger level 29
69th Pyre 123rd year of Ascendancy at 07:46 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Biblo Bangings the Halfling Gunslinger level 20
32nd Regrowth 123rd year of Ascendancy at 10:15 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Biblo Bangings the Halfling Gunslinger level 42
38th Haze 123rd year of Ascendancy at 02:40 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Biblo Bangings the Halfling Gunslinger level 50
20th Haze 124th year of Ascendancy at 09:12 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Biblo Bangings the Halfling Gunslinger level 26
38th Pyre 123rd year of Ascendancy at 01:39 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Biblo Bangings the Halfling Gunslinger level 7
78th Pyre 122nd year of Ascendancy at 19:24 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Biblo Bangings the Halfling Gunslinger level 50
73rd Pyre 124th year of Ascendancy at 10:03 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Biblo Bangings the Halfling Gunslinger level 50
20th Haze 124th year of Ascendancy at 09:13 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Biblo Bangings the Halfling Gunslinger level 29
69th Pyre 123rd year of Ascendancy at 07:46 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Biblo Bangings the Halfling Gunslinger level 18
51st Haze 122nd year of Ascendancy at 06:50 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Biblo Bangings the Halfling Gunslinger level 47
1st Wintertide 124th year of Ascendancy at 01:14 see stats
They Came From Outer Space! (Insane (Adventure) difficulty)
Discovered the true origin of dwarves and drems.By Biblo Bangings the Halfling Gunslinger level 50
2nd Flare 124th year of Ascendancy at 10:33 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Biblo Bangings the Halfling Gunslinger level 26
53rd Pyre 123rd year of Ascendancy at 23:49 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Biblo Bangings the Halfling Gunslinger level 23
34th Pyre 123rd year of Ascendancy at 21:59 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Biblo Bangings the Halfling Gunslinger level 15
20th Dusk 122nd year of Ascendancy at 01:03 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Biblo Bangings the Halfling Gunslinger level 39
73rd Dusk 123rd year of Ascendancy at 07:00 see stats
Log
Biblo Bangings picks up ( .): infernal dragonbone vilestaff of illumination (30-36 power, 6 apr, fire element).
Biblo Bangings picks up (7.): schematic: Water Salve.
Ran for 6 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 13 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: at portal).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 18 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
There is no portal to activate here.
Ran for 2 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
There is a Unremarkable cave here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the Far East, with no trace of the portal...
Saving game...
Saving done.
Biblo Bangings deactivates his cloak's restoration systems.














































































































































































