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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Tinker vs. Tinker 1.7.0Enemies can only spawn as steamclasses if you have tinkers yourself. Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Class: Demolisher 1.7.6A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Quick Combos 1.7.4Lets you link together instant talents so that you can use them with one button press. Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Embers 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:
Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other 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:
Class: Astromancer 1.7.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/Buyers bonus! 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Proper Possession 1.7.0
Frequently Asked Questions: Keep Transmo Tab 1.7.0Attempts to prevent the "Transmogrification Chest" tab in inventory dialogs from being accidentally deselected after switching to an actor like the Alchemist's golem that doesn't have a transmogrification chest. Also attempts to ensure that the Tinkers tab is not left unselected in the inventory dialog after the player gains talents that make the tab available (for instance, Steamtech/Physics or Steamtech/Chemistry from the Embers of Rage DLC). Also available as part of the Bugnibus Bugfix Pack. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Fanged-Collar 1.7.6DarkGod fixed addons upload, but the author needs to manually reset the description for this one. Googly Eyes 1.7.0Adds googly eyes to actors. Eyes wobble around very slowly, and get shaken to point in a new direction when you get a critical hit. Some creatures, especially from addons, may have their eyes appear somewhere weird. Return of the Gunsnake 1.7.0Creatures without hands are allowed to be tinker classes again. Expect not just gunsnakes, but gunbears, gunjellies, sawcrystals, ivyannihilators, and more. You will regret using this addon. Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Custom Difficulty 1.7.6Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. 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: Diversity Mod 1.5.10Allows usage of all races in all campaigns. This includes addon and DLC races. Should remain compatible with future updates and DLC, the transition from 1.4.9 to 1.5.10 did not require any changes, and I doubt any future transitions will. Currently includes support for: 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Drem |
| Class | Annihilator |
| Level / Exp | 25 / 68% |
| Size | medium |
| Lifes / Deaths | Killed by Guwen the multi-hued crystal at level 7 on the 29th Voratun 122nd year of Ascendancy at 07:53 0 / 8Killed by armoured skeleton warrior at level 18 on the 39th Dearth 122nd year of Ascendancy at 19:28 Killed by elven blood mage at level 25 on the 27th Iron 123rd year of Ascendancy at 00:25 Killed by Betuwe the elven tempest at level 25 on the 27th Iron 123rd year of Ascendancy at 02:14 Killed by Betuwe the elven tempest at level 25 on the 27th Iron 123rd year of Ascendancy at 03:50 Killed by elven cultist at level 25 on the 27th Iron 123rd year of Ascendancy at 10:11 Killed by Polyba the elven cultist at level 25 on the 27th Iron 123rd year of Ascendancy at 12:53 Killed by elven warrior at level 25 on the 27th Iron 123rd year of Ascendancy at 13:09 |
Primary Stats
| Strength | 24 (base 11) |
| Dexterity | 52 (base 46) |
| Constitution | 41 (base 34) |
| Magic | 14 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 52 (base 36) |
Resources
| Life | -39/654 |
| Steam | 96/100 |
| Healing Factor | 1.5381403954777 |
| Regeneration | 24.071897189227 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +23% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 2 |
| See Stealth | 9 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 61 |
| Crit Chance | 26% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +29% |
| Fire burn | +6% |
| Cold | +6% |
| All | 0% |
| Darkness | +18% |
| Light | +15% |
| Temporal | +9% |
| Physical | +8% |
| Manaburn arcane | +6% |
| Nature | +11% |
Offense: Damage Penetration
| Lightning | +8% |
| Mind | +5% |
| Darkness | +10% |
| Fire | +15% |
| Cold | +23% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 43.623158894785 (77.262055219398%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 4 |
| Physical Save | 33 |
| Spell Save | 14 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Blight | + 32%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 21%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 45%( 70%) |
| Mind | + 10%( 70%) |
| Lightning | + 28%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Disarm Resistance | 80% |
| Bleed Resistance | 50% |
| Confusion Resistance | 32% |
| Instadeath Resistance | 100% |
| Stun Resistance | 26% |
| Poison Resistance | 50% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| 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 100% efficiency and cooldown mod of 91%. Its effects scale with your Strength 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 143% efficiency and cooldown mod of 99%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.2 steam per turn. Can be activated for an instant burst of 26 steam. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Steamtech / Heavy weapons | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by Wrathroot. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shax 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed xorn fragment. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed bear paw. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Cinderbender' (0 def, 3 armour) 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Dex +2 Mag +2 Cun +4 Con +8 Lck offense ------ Damage +6% cold Ignore resists +15% fire defense ------ Armor +3 Stealth +10 other ------- Infravision +2 Talents +1 Moss Tread A pair of boots made of leather. |
| Quiver | Eilinumina (23/23, 24-29 power, 2 apr) 3.0 Encumbrance T2 shot ammo [Random Unique] Master/Psionic Weapon Damage 24.5 - 29.4 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +2 Critical Rate +11.5% Capacity 23 On-ranged-hit +11 physical On Hit: * 20% chance to slow global speed by 50% * 20% chance to knock the target back 3 spaces and deal 141 physical damage On Critical: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Reload +2 Talents +2 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+5 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+3 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 84, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 193). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 198.24 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Brenadoyon (5 def, 1 armour) 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Physical Power +4 (+1 eff.) Damage +9% acid Accuracy +1 (+0 eff.) defense ------ Armor +1 Defense +5 (+2 eff.) Fatigue +1% Resistance +3% blight +2% physical +3% mind +3% cold other ------- Light +3 A hat made of leather. Very stylish. |
| On hands | dwarven-steel gauntlets 'Umbradredge' (0 def, 2 armour) 1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +5 (+1 eff.) Damage +3% darkness defense ------ Armor +2 Fatigue +3% Resistance +3% blight +9% darkness Life Regen +5.40 Disarm Resist +80% other ------- Stamina/turn +1.00 Psi/turn +0.10 Max stamina +13.00 Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | 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 (+4 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. |
| On fingers | Belekira0.1 Encumbrance T5 ring jewelry [Random Unique] Nature While equipped: offense ------ On-Hit 12 frost burn 9 void On-Ranged-Hit 13 wasting temporal 9 warp Damage +14% acid +9% temporal When Hit 4 temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +28% acid +9% blight Mind save +19 (+6 eff.) Rings make your fingers look great! |
| Around neck | Blizzardbile0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +15% cold On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +17% lightning +12% darkness +12% blight Stun Resist +26% Amulets make your neck look great! |
| In main hand | Neriwyn the dwarven-steel steamgun 4.0 Encumbrance T3 steamgun 1H weapon [Random Unique] Nature/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +13 cold On-Hit, radius 1 +8 mind +36 20% chance of physical repulsion On-crit, radius 2 +17 lightning +11 cold Uses 2.0 Steam While equipped: Stats +1 Wil offense ------ Critical power +15.00% Mindpower +5 (+3 eff.) Move Speed +23% Ignore resists +8% lightning +8% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Mighty Girdle 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | exposing stralite shield of resistance (0 def, 8 armour, 48-57 power, 144.5 block)7.0 Encumbrance T4 shield armor [Ego+] Nature/Psionic When used to Attack: Weapon Damage 47.5 - 57.0 Physical Uses 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +144 While equipped: offense ------ On-Hit (Melee): * 5% chance to reduce all saves and defense by 23 When Hit: * 11% chance to reduce all saves and defense by 23 defense ------ Armor +8 Fatigue +8% Resistance +5% acid +6% fire +5% lightning +7% cold other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Aerutha' (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +4 Cun offense ------ Critical power +5.00% On-Hit 6 manaburn arcane 7 fire burn On-Ranged-Hit 5 manaburn arcane 6 fire burn Damage +6% fire burn +6% manaburn arcane Ignore resists +5% mind defense ------ Defense +1 (+0 eff.) Resistance +5% nature +5% cold other ------- Stamina/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Plaguetide the steel mail armour (2 def, 16 armour) 14.0 Encumbrance T2 heavy armor [Random Unique] Nature/Master While equipped: offense ------ Damage +3% nature +6% acid defense ------ Armor +16 Defense +2 (+1 eff.) Fatigue +2% Resistance +9% acid Physical save +14 (+7 eff.) Life +20.00 Life Regen +7.00 Healmod +11% Poison Resist +50% Disease Resist +50% Cut Resist +50% A suit of armour made of mail. |
Inventory
medical injector implant (efficiency 86% / cooldown 62%)0.1 Encumbrance T1 implant scroll [Normal] 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 86% efficiency and cooldown mod of 62%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 85% / cooldown 84%)0.1 Encumbrance T1 implant scroll [Normal] 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 85% efficiency and cooldown mod of 84%. 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 duelist (efficiency 133% / cooldown 83%)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 133% efficiency and cooldown mod of 83%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 9)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 22 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.8 steam per turn. Can be activated for an instant burst of 44 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 4)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 24 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.1 steam per turn. Can be activated for an instant burst of 20 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 wizard (steam 5)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 24 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
heroism infusion (die at -467; dur 6; cd 26)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 26 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -467 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 934 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 duelist (speed 556%; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 556% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 15%; magical; dur 3; cd 16)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 26%; magical; dur 2; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell 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: 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. |
3 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 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: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 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: 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. |
schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 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. |
2 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. |
3 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. |
2 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. |
2 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. |
2 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: 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. |
2 schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: 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 Touch0.1 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. |
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. |
2 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. |
schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
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. |
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. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 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... |
copper amulet 'Swamphue'0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Damage +3% nature +3% fire Ignore resists +5% nature defense ------ Resistance +9% fire other ------- Masteries +0.13 Steamtech/Mecharachnid Amulets make your neck look great! |
jade copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +1 Cun +1 Dex defense ------ Resistance +5% acid Amulets make your neck look great! |
a necklace with fangs0.1 Encumbrance T2 amulet jewelry [Unique] Unknown |
a necklace with fangs0.1 Encumbrance T2 amulet jewelry [Unique] Unknown |
steel amulet of perfection (0.10 Steamtech / Chemical warfare,0.10 Steamtech / Turrets)0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: other ------- Masteries +0.10 Steamtech/Turrets +0.10 Steamtech/Chemical warfare Amulets make your neck look great! |
Olarohir the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Wil offense ------ Critical power +20.00% Ignore resists +2% nature +5% acid defense ------ Resistance +3% cold Poison Resist +23% Disarm Resist +10% Stun Resist +10% Rings make your fingers look great! |
psionicist's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Wil defense ------ Mind save +8 (+3 eff.) Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
titan's copper ring of fire (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +10% fire defense ------ Resistance +20% fire Physical save +6 (+3 eff.) Rings make your fingers look great! |
Velayavena the Blindwrest0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Dex +2 Mag +6 Cun +5 Con defense ------ Defense +12 (+6 eff.) Resistance +6% light Rings make your fingers look great! |
mule's stralite ring of pilfering0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +14 (+3 eff.) Ignore Armor +10 defense ------ Defense +10 (+5 eff.) Fatigue -6% other ------- Encumbrance +28 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 165% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
elven-wood vilestaff 'Blacktitan' (25-30 power, 5 apr, fire element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Rare] Nature Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+9 eff.) Damage +24% acid +25% fire When Hit 10 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 19% defense ------ Defense +12 (+6 eff.) Resistance +15% darkness other ------- Light +7 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 79.56 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. |
stralite battleaxe of venom (42-62 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon Reqs Str 35 [Ego+] Master Weapon Damage 41.5 - 62.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +17.5% Attack Speed 100% On Critical: * The target is poisoned and sick, doing nature damage per turn. Each time it tries to use a talent there is 20% chance of failure. Damage is based on Cunning. Massive two-handed battleaxes. |
chilling dwarven-steel greatmaul (42-62 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego] Arcane Weapon Damage 41.5 - 62.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +20 cold Massive two-handed mauls. |
Duatheljeer (54-82 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon Reqs Str 35 [Rare] Arcane Weapon Damage 54.5 - 81.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +8 darkness +13 temporal On-Hit, radius 1 +13 mind While equipped: offense ------ Damage +12% lightning Ignore resists +12% temporal When Hit 10 arcane defense ------ Resistance +6% nature +6% mind Cut Resist +20% Stun Resist +20% Massive two-handed mauls. |
Skullcleaver (20-28 power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 3.5 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 261.33 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Eye of Winter (8-9 power, 18 apr, cold damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +10% cold Ignore resists +10% cold defense ------ Armor +10 Resistance -10% fire On Mind Hit: 10% Winter's Fury level 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Viletooth (20-30 power, 12 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Weapon Damage 20.0 - 30.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +3.0% Attack Speed 100% Block +40 Damage Conversion 50% blight On Hit: * may infect the target with a random disease Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% other ------- Talents +1 Block This aged looking saw is very rusty, and you think you see a thin layer of... something... on its blades. |
Elutha4.0 Encumbrance T4 longbow 2H weapon [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-crit, radius 2 +12 temporal While equipped: offense ------ Physical Crit +9.0% Ignore resists +25% temporal Accuracy +18 (+4 eff.) defense ------ Resistance +6% blight +2% physical +5% arcane +3% nature Mind save +15 (+5 eff.) Healmod +20% Disarm Resist +20% Longbows are used to shoot arrows at your foes. |
Abyssoozer the iron steamgun4.0 Encumbrance T1 steamgun 1H weapon [Rare] Nature/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% On-ranged-hit +7 nature +12 fire On-Hit, radius 1 +8 physical Uses 2.0 Steam While equipped: Stats +1 Str +1 Dex offense ------ Accuracy +15 (+3 eff.) When Hit 8 light Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Quadblaster II4.0 Encumbrance T1 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Attack Speed 100% Damage Multiplier 25% Range +4 Projectile Speed +600% On-ranged-hit +5 physical On-Hit, radius 1 +0 20% chance of physical repulsion Recursive +4 Uses 2.0 Steam As the saying goes, strength in number |
Tinkerer's Twinblaster4.0 Encumbrance T1 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Attack Speed 100% Damage Multiplier 50% Range +4 Projectile Speed +600% On-ranged-hit +5 physical Recursive +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
steel steamgun 'Mayuba'4.0 Encumbrance T2 steamgun 1H weapon [Rare] Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +20 mind On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +2 Str offense ------ Physical Power +8 (+2 eff.) Ignore resists +10% temporal On-Hit (Ranged): * 20% chance to reduce all saves and defense by 23 defense ------ Poison Resist +20% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
sundering steel steamgun of cold4.0 Encumbrance T2 steamgun 1H weapon [Ego+] Arcane/Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +7 cold On Critical: * Sunders the enemy's weapon for 5 turns. Uses 2.0 Steam While equipped: offense ------ Damage +10% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
penetrating dwarven-steel steamgun of cold4.0 Encumbrance T3 steamgun 1H weapon [Ego+] Arcane/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +6 cold Uses 2.0 Steam While equipped: offense ------ Damage +10% cold Ignore resists +7% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 Encumbrance T2 arrow ammo [Unique] Nature Weapon Damage 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Dourarc the pouch of stralite shots (21/21, 44-53 power, 5 apr)3.0 Encumbrance T4 shot ammo [Random Unique] Arcane Weapon Damage 44.5 - 53.4 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 21 On-ranged-hit +12 darkness +8 physical +12 mind Damage Against +15% Giant On-Hit, radius 1 +8 mind On Hit: 20% Curse of Death level 4 On Hit: * 10% chance to reduce damage dealt by 19% * Create an explosion dealing 15 lightning damage (1/turn) Shots are used with slings to pummel your foes to death. |
Pouch of the Subconscious (20/20, 38-46 power, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Psionic Weapon Damage 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On-ranged-hit +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo While equipped: You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+5 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+10 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+8 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+8 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 3.5 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 55.54 to 166.61 lightning damage (111.07 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Skin of Many (12 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+6 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+2 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 3.5 Power cost 20 out of 30/30. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 6 turns. The bone will also deal 26.39 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
reinforced leather armour 'Ulfalekan' (12 def, 7 armour)9.0 Encumbrance T4 light armor [Rare] Nature While equipped: offense ------ Mindpower +12 (+6 eff.) defense ------ Armor +7 Defense +12 (+6 eff.) Fatigue +8% Resistance +17% acid +17% physical +12% light +13% fire +14% lightning +16% cold Spell save +15 (+10 eff.) Cut Resist +20% Teleport Resist +20% other ------- Max hate +10.00 A suit of armour made of leather. |
Kilngash (0 def, 13 armour)17.0 Encumbrance T4 massive armor Reqs - Massive armour training ,Str 48 [Rare] Master While equipped: Stats +8 Str offense ------ Damage +30% temporal Ignore resists +15% fire When Hit 10 lightning 4 fire On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +13 Fatigue +22% Resistance +18% darkness +13% physical Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +2 Track: Puts all charms on 30 turn cooldown Effective talent level: 3.1 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 6 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
noble's rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +16% Summoned defense ------ Fatigue -4% Resist Against +15% Summoned Disease Resist +15% other ------- Encumbrance +21 A belt that goes around your waist. It was changed by the digestive sack. |
rough leather belt 'Chillworm'1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +5 Str +1 Con offense ------ Mindpower +3 (+2 eff.) Ignore resists +5% cold defense ------ Mind save +5 (+2 eff.) A belt that goes around your waist. |
Cord of the Steeled Mind Cord of the Steeled Mind1.0 Encumbrance T2 belt armor [Unique] Arcane/Psionic While equipped: defense ------ Fatigue -9% Mind save +10 (+3 eff.) Confus Resist +22% Stun Resist +26% other ------- Encumbrance +43 Talents +1 Iron Resolve Iron Resolve: Through sheer Willpower, you become more resilient to damage. Increases resistance to all damage by 11.0%. This bonus is based off of your Willpower stat. A belt of metal woven together so tightly no mortal hands could have crafted it. Yet somehow, it bends easily to your will. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
kruk cloak of Eldoral (0 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] Master While equipped: Stats +1 Cun +2 Dex A stylish kruk-style cloak, to look awesome. |
pair of rough leather boots 'Earykan' (0 def, 9 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Mindpower +5 (+3 eff.) defense ------ Armor +9 Unlife -20.00 life other ------- Hate-on-crit +1.00 Max hate +6.00 Infravision +1 A pair of boots made of leather. |
pair of rough leather boots 'Ebonyfury' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex offense ------ Damage +18% darkness defense ------ Armor +1 Resistance +9% mind +3% blight Stealth +6 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
The Black Boots (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
eldritch pair of hardened leather boots of evasion (8 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +2% defense ------ Armor +3 Defense +8 (+4 eff.) other ------- Mana/turn +0.17 Max mana +29.00 Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of drakeskin leather boots 'Xanaldanor' (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Cun +4 Con offense ------ Spellpower +7 (+6 eff.) Damage +3% arcane defense ------ Armor +5 Fatigue -6% Resistance +5% arcane Crit Resistance 10.00% Silence Resist +35% Confus Resist +36% Stun Resist +23% other ------- Stamina/turn +2.00 Second Wind: (Instant) Puts all charms on 60 turn cooldown Effective talent level: 2.5 Power cost 60 out of 60/60. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 48 stamina. The stamina recovery improves with your Strength and Willpower. A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 4.5 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 53.09 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Coalstake (0 def, 3 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 acid Damage +4% acid Ignore resists +10% darkness defense ------ Armor +3 Fatigue +1% Resistance +6% acid +6% blight Life Regen +2.00 Healmod +15% Cut Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% 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. |
rough leather hat 'Morningguile' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Mag +3 Con offense ------ Damage +3% mind Ignore resists +15% light defense ------ Armor +1 Fatigue +1% Resistance +3% mind other ------- Light +2 See Invisibility +3 A hat made of leather. Very stylish. |
insulating cashmere wizard hat of lightning (+19%) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Nature While equipped: offense ------ Damage +13% lightning defense ------ Defense +2 (+1 eff.) Resistance +19% lightning +8% cold +10% fire A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 2.5 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 47.67 to 143.01 lightning damage (95.34 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
miner's rough leather cap of the citadel (0 def, 2 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +2 Fatigue +1% other ------- Infravision +1 Talents +1 Citadel Citadel: Passive - Increases Resistance to all damage by 7.80% per each enemy you can see in a radius of 2, to a maximum of 30%. The increase is based on the average of your Strength, Cunning, and Constitution stats. A cap made of leather. |
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 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
9 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. |
5 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. |
4 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. |
8 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. |
6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
2 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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
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. |
137 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. |
Dourravager the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Physical Power +10 (+3 eff.) Ignore resists +5% darkness +5% physical defense ------ Armor +4 Resistance +1% physical other ------- Stamina/turn +3.00 Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Blazehunt'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Con offense ------ Damage +27% light +6% physical Ignore Armor +3 defense ------ Life +40.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Astrion's Eye Astrion's Eye1.0 Encumbrance T2 lite [Unique] Arcane/Nature While equipped: offense ------ On-Hit 10 frost burn On-Ranged-Hit 10 frost burn Damage +3% arcane Against +7% Elemental When Hit 12 temporal defense ------ Resistance +3% nature +6% temporal Crit Resistance 15.00% Affinity +7% cold other ------- Light +3 Unleash enveloping darkness, inflicting 50.74 Darkness damage in radius 2 (based on Magic), possibly blinding creatures in the area for 4 turns. Uses 27 power out of 30/30 A glowing blue crystal said to have been once been part of a powerful ice elemental. |
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. |
iron back support0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Fatigue -4% other ------- Encumbrance +10 Tinkers can be attached to normal items to improve them with steam power! |
iron armour reinforcement0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! |
iron grip0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +60% other ------- Talents +1 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
crude antimagic shell0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Antimagic Shell Tinkers can be attached to normal items to improve them with steam power! |
steel razor edge0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +8 Critical Rate +8.0% Tinkers can be attached to normal items to improve them with steam power! |
well-made thunderclap coating0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On-Hit, radius 1 +60 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 16] simple frost salve [power 16]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 143% efficiency and 99% cooldown modifier. Remove 1 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 194] simple healing salve [power 194]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 143% efficiency and 99% cooldown modifier. Heal 194 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful healing salve [power 316] powerful healing salve [power 316]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 143% efficiency and 99% cooldown modifier. Heal 316 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful pain suppressor salve [power 273] powerful pain suppressor salve [power 273]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 143% efficiency and 99% cooldown modifier. Let you fight up to -273 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
iron pickaxe 'Ce'Nokira' (dig speed 20 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Wil offense ------ Physical Crit +1.0% Physical Power +20 (+6 eff.) Ignore resists +5% physical defense ------ Resistance +6% darkness +6% fire other ------- Max stamina +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of the Iron Throne (dig speed 18 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str defense ------ Life +21.00 other ------- Max stamina +16.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 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. |
ash totem of healing 'Boltsaw' [power 170] (15 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ Damage +3% arcane Ignore resists +5% arcane +15% lightning defense ------ Resistance +5% arcane Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 turn cooldown 100% to increase all damage by 10% for 2 turns. 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Romumaso the Drem Annihilator level 17
10th Wealth 122nd year of Ascendancy at 06:44 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Romumaso the Drem Annihilator level 23
28th Shortage 122nd year of Ascendancy at 14:57 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Romumaso the Drem Annihilator level 10
2nd Profit 122nd year of Ascendancy at 15:39 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Romumaso the Drem Annihilator level 20
42nd Dearth 122nd year of Ascendancy at 19:59 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Romumaso the Drem Annihilator level 22
16th Loss 122nd year of Ascendancy at 21:49 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Romumaso the Drem Annihilator level 25
27th Iron 123rd year of Ascendancy at 02:12 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Romumaso the Drem Annihilator level 8
3rd Acquisition 122nd year of Ascendancy at 02:52 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Romumaso the Drem Annihilator level 8
1st Acquisition 122nd year of Ascendancy at 21:27 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Romumaso the Drem Annihilator level 21
4th Loss 122nd year of Ascendancy at 12:19 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Romumaso the Drem Annihilator level 15
35th Profit 122nd year of Ascendancy at 21:43 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Romumaso the Drem Annihilator level 25
27th Iron 123rd year of Ascendancy at 12:53 see stats
Log
Polyba the elven cultist slows down.
Polyba the elven cultist is knocked back!
Romumaso's Flame Jet hits Polyba the elven cultist for (53 blocked), 0 fire, (12 blocked), 0 physical, (5 blocked), 0 arcane, (4 blocked), 0 temporal, (2 blocked), 0 fire, (14 blocked), 0 cold, (5 blocked), 0 temporal, (5 blocked), 0 physical, 4 mind, (149 blocked), 3 physical (7 total damage).
Weakness Disease from Polyba the elven cultist hits Romumaso for 40 blight damage.
Polyba the elven cultist hits Romumaso for 0 fire, 0 light (0 total damage).
Wasting from Romumaso hits Polyba the elven cultist for (3 blocked), 0 temporal (0 total damage).
Burning from Romumaso hits Elven warrior for 17 fire damage.
Burning from Romumaso hits Polyba the elven cultist for (18 blocked), 0 fire (0 total damage).
Wasting from Romumaso hits Elven warrior for 6 temporal damage.
Romumaso uses Flame Jet.
Romumaso's mind surges with critical power!
Polyba the elven cultist is knocked back!
Romumaso's Flame Jet hits Polyba the elven cultist for (50 blocked), 0 fire, (12 blocked), 0 physical, (5 blocked), 0 arcane, (4 blocked), 0 temporal, (2 blocked), 0 fire, (14 blocked), 0 cold, (5 blocked), 0 temporal, (5 blocked), 0 physical, 4 mind, (149 blocked), 106 physical (110 total damage).
Weakness Disease from Polyba the elven cultist hits Romumaso for 34 blight damage.
Polyba the elven cultist casts Barrier.
A shield forms around Polyba the elven cultist.
Elven warrior speeds up.
Wasting from Romumaso hits Polyba the elven cultist for (6 absorbed), 0 temporal (0 total damage).
Burning from Romumaso hits Elven warrior for 17 fire damage.
Burning from Romumaso hits Polyba the elven cultist for (30 absorbed), 0 fire (0 total damage).
Wasting from Romumaso hits Elven warrior for 6 temporal damage.
Romumaso uses Flame Jet.
Elven warrior performs a melee critical strike against Romumaso!
Elven warrior starts to bleed black blood.
Elven warrior hits Romumaso for (73 reactive armor), 269 physical (269 total damage).
Melee retaliation hits Elven warrior for 4 temporal damage.
Romumaso the level 25 drem annihilator was splattered to death by an elven warrior on level 1 of Dark crypt.
You are no longer encumbered.















































































































































