












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Bikini Tinker 1.7.0Slightly modifies internal tinker implementation so that attaching or detaching a tinker on a bikini or mankini does not count as taking it off for purposes of the associated achievement. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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! 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Items Vault 1.7.6Donators/Buyers bonus! Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Effects Under Actors 1.7.0An experimental addon that modifies the rendering of various lasting spell/talent effects so that they are displayed below the player and NPCs, in an attempt to prevent multiple overlapping effects from effectively obscuring actors in their area of effect. Also can optionally "flatten" display of overlapping effects by displaying only one effect animation in the overlapping area (hopefully also reducing slowdown on older computers). Functionality is controlled by game options "UI | Display effects under actors" and "UI | "Flatten" overlapping effects". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Glove Stats 1.0.6Shows glove combat stats with all classes. 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. Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. 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. 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 No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. 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 Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 50 / 3129% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 127 (base 61) |
| Dexterity | 103 (base 60) |
| Constitution | 158 (base 62) |
| Magic | 78 (base 12) |
| Willpower | 39 (base 12) |
| Cunning | 82 (base 38) |
Resources
| Life | 3096/3096 |
| Mana | 0/614 |
| Stamina | 270/270 |
| Steam | 100/100 |
| Healing Factor | 2.0327656692683 |
| Regeneration | 149.74886043301 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 15 |
| Infravision | 9 |
| See Stealth | 66.444544830989 |
| See Invisible | 66.444544830989 |
Offense: Mainhand
| Damage | 167 |
| Accuracy | 71 |
| Crit Chance | 84% |
| APR | 60 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +26% |
| Light | +36% |
| Blight | +25% |
| Arcane | +23% |
| Physical | +64% |
| All | +17% |
Offense: Damage Penetration
| Acid | +29% |
| Light | +29% |
| Physical | +57% |
| Arcane | +19% |
| Nature | +34% |
| All | +14% |
Defense: Base
| Armour (hardiness) | 198.88852396429 (100%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 54 |
| Physical Save | 100 |
| Spell Save | 93 |
| Mental Save | 63 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Physical | + 42%( 70%) |
| Cold | + 59%( 70%) |
| All | + 32%( 70%) |
| Darkness | + 65%( 70%) |
| Light | + 55%( 70%) |
| Lightning | + 52%( 70%) |
| Fire | + 50%( 70%) |
| Nature | + 59%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 60% |
| Poison Resistance | 70% |
| Blind Resistance | 60% |
| Disarm Resistance | 100% |
| Bleed Resistance | 70% |
| Teleport Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 866 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 195 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 733% 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 121 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Generic Talents
| Race / Dwarf | 1.20 |
| 1/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Shield Wall |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. 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 failed to protect the injured seer from death by Velygakira the dire wolf. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Lisariavea the fire drake hatchling. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Dreadfell. Escort: lost tinker (level 2 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 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: 1971. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. 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 precision. You have aided Marus of Elvala in creating an elixir of mastery. 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. Agrimley the hermit has completed an elixir of serendipity without your aid. 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. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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 discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (8 def, 20 armour) 3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+3 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resistance +15% acid +15% physical Physical save +15 (+3 eff.) Pinning Resist +25% Knockbk Resist +125% Teleport Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | dwarven lantern 'Xeryrenor'1.0 Encumbrance T5 lite [Rare] Master While equipped: Stats +4 Dex offense ------ Physical Power +15 (+4 eff.) Ignore resists +20% physical +14% all Ignore Armor +14 defense ------ Resistance +6% acid +12% fire +6% nature +9% darkness Physical save +6 (+1 eff.) Life +103.44 other ------- Stamina/turn +3.10 Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour) 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +10 Mag +10 Wil +10 Con offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +60% Confus Resist +60% other ------- Light +6 Infravision +9 Sight +3 See Stealth +25 See Invisibility +25 Blind-Fight: No penalty when attacking invisible/stealthed A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +150% other ------- Talents +5 Iron Grip Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% Attackspeed is 100% for non-Brawlers! Gauntlets. But with steam power! |
| Tool | Pick of Dwarven Emperors (dig speed 12 turns)3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +10 Str +10 Con offense ------ Damage +10% physical Ignore resists +10% physical defense ------ Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Life +50.00 other ------- Masteries +0.20 Race/Dwarf While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 4.0 Power cost 26 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 82.85 physical damage in a radius of 4 each turn for 7 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. |
| On fingers | voratun Petrified Wood ring0.1 Encumbrance T5 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun +25 Con offense ------ On-Hit 23 physical On-Ranged-Hit 25 physical On-Hit (Melee): * 16% chance to reduce all saves and defense by 26 On-Hit (Ranged): * 17% chance to reduce all saves and defense by 26 defense ------ Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% other ------- Hate-on-crit +3.00 Max hate +13.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 5.2 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 69%. Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 Encumbrance T4 ring jewelry [Unique] Arcane While equipped: Stats +8 Mag offense ------ When Hit 2 nature On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Armor +2 Resistance +3% nature Spell save +16 (+3 eff.) Unlife -60.00 life Life +216.00 Life Regen +30.00 Healmod +35% Stun Resist +20% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. 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? |
| Around neck | Xanith the Shinerain0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +20 Dex +19 Cun +26 Con offense ------ Move Speed +20% Damage +6% arcane Ignore resists +15% nature +5% arcane +15% light When Hit 10 light On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Fatigue -20% Physical save +15 (+3 eff.) Life +80.00 Life Regen +20.00 other ------- Stamina/turn +3.00 Amulets make your neck look great! This item has been sent to the Item's Vault. |
| In main hand | Rootpiety (36-50 power, 25 apr) 3.0 Encumbrance T4 longsword 1H weapon [Random Unique] Master Weapon Damage 36.0 - 50.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +25 Critical Rate +24.5% Attack Speed 100% On-hit +4 nature On Hit: * 20% chance to slow global speed by 53% While equipped: offense ------ Physical Crit +21.0% Critical power +48.00% Ignore resists +5% nature Accuracy +8 (+2 eff.) Ignore Armor +21 When Hit 4 nature defense ------ Defense +12 (+3 eff.) Resistance +6% nature Disarm Resist +32% Sharp, long, and deadly. |
| Around waist | ravager's drakeskin leather belt of magery 1.0 Encumbrance T5 belt armor [Ego++] Arcane/Master While equipped: Stats +9 Mag +5 Wil offense ------ Spell Crit +5% Damage +22% physical Ignore resists +13% physical defense ------ Fatigue -20% other ------- Encumbrance +50 A belt that goes around your waist. |
| In off hand | Cyruriatha the Gleambender (0 def, 18 armour, 66-79 power, 303 block)7.0 Encumbrance T5 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 66.0 - 79.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +303 On-hit +8 light +8 temporal On-Hit, radius 1 +16 light On-crit, radius 2 +40 light +29 fire While equipped: Stats +7 Con offense ------ Damage +9% light On shield block: * Deals 137 light and fire damage to each enemy blocked On-Hit (Melee): * 27% chance to reduce armor by 36% * 27% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +18 Fatigue +8% Resistance +15% fire +34% light +20% darkness Physical save +15 (+3 eff.) other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Kochak the elven-silk cloak (25 def, 22 armour) 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Wil +5 Mag offense ------ Physical Power +5 (+2 eff.) Damage +9% acid Ignore resists +15% acid On-Hit (Melee): * 27% chance to reduce armor by 36% defense ------ Armor +22 Defense +25 (+6 eff.) Resistance +30% lightning +30% cold Physical save +24 (+4 eff.) Spell save +35 (+7 eff.) Mind save +23 (+6 eff.) Stun Resist +50% other ------- Stamina/turn +3.99 Max mana +75.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
| Main armor | Monolith Armour (40 def, 50 armour) 17.0 Encumbrance T5 massive armor [Unique] Arcane While equipped: Stats +15 Str +25 Mag offense ------ Spellpower +25 (+8 eff.) When Hit 0 physical defense ------ Armor +50 Defense +40 (+10 eff.) Fatigue +70% Resistance +10% all Physical save +35 (+6 eff.) Spell save +35 (+7 eff.) Life +270.00 Life Regen +20.00 Poison Resist +70% Disease Resist +70% Cut Resist +70% 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
Inventory
medical injector implant of the warrior (efficiency 260% / cooldown 75%)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 260% efficiency and cooldown mod of 75%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the duelist (heal 559; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 559 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 48%; magical, physical; dur 4; 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 and physical effect and reduce all damage taken by 48% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (res 45%; mental, physical; dur 4; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 45% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
3 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. |
schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
4 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. |
2 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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: 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. |
4 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. |
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. |
schematic: Fiery 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: 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. |
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. |
7 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. |
5 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. |
2 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. |
schematic: Grounding Strap0.1 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: 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. |
2 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. |
2 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. |
schematic: Incendiary 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: 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: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana 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. |
2 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: 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. |
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. |
4 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: 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: 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. |
4 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. |
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. |
3 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. |
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. |
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. |
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. |
4 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. |
3 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. |
3 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. |
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. |
2 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. |
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. |
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. |
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: 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! |
Tome of Wildfire0.1 Encumbrance tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
Frost Lord's Chain0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+4 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Garkul's Teeth0.1 Encumbrance T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con defense ------ Physical save +18 (+3 eff.) Mind save +18 (+5 eff.) Pinning Resist +100% other ------- Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Effective talent level: 5.2 Power cost 9 out of 48/48. Range melee/personal Cooldown: 7 Travel.spd instantaneous Description: Release a powerful shout, doing 544.49 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
voratun amulet 'Dagudur'0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Critical power +29.00% Accuracy +14 (+4 eff.) Ignore Armor +30 defense ------ Resistance +3% temporal +5% arcane +12% fire Spell save +12 (+2 eff.) Healmod +22% Cut Resist +70% Heal: Puts all charms on 30 turn cooldown Effective talent level: 1.0 Power cost 30 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 184 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
voratun amulet 'Earetorion'0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Con offense ------ Physical Crit +3.0% Physical Power +18 (+5 eff.) Combat Speed +20% Damage +20% physical Ignore Armor +2 defense ------ Defense +15 (+4 eff.) Resistance +5% arcane Physical save +9 (+2 eff.) other ------- Max stamina +30.00 Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 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. |
Ring of the Archlich0.1 Encumbrance T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: offense ------ Spellpower +8 (+3 eff.) Damage +10% darkness +10% cold defense ------ Resistance +10% darkness +10% cold Spell save +8 (+1 eff.) Poison Resist +25% Cut Resist +25% other ------- Max souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 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. |
Shadebraze0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +4 Dex offense ------ Physical Crit +4.0% Physical Power +10 (+3 eff.) Damage +6% darkness Ignore Armor +2 When Hit 10 physical defense ------ Armor +8 Life +32.00 Disarm Resist +30% Pinning Resist +41% Knockbk Resist +40% other ------- Stamina/turn +3.00 Rings make your fingers look great! |
Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con other ------- Talents +1 Windblade You have set the ring to grant you Windblade! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
stralite ring 'Aeryba'0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +5 Dex +5 Con offense ------ Physical Crit +4.0% Damage +9% physical Ignore Armor +2 When Hit 8 arcane defense ------ Armor +6 Unlife -80.00 life Life +76.00 Life Regen +17.00 Healmod +13% other ------- Stamina/turn +2.00 Rings make your fingers look great! |
Mandible of Ungolmor (40-52 power, 12 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature Weapon Damage 40.0 - 52.0 Physical Uses 35% Str, 35% Dex, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +22.0% Attack Speed 100% Damage Conversion 30% darkness On Hit: 20% Poisonous Bite level 3 On Critical: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex offense ------ Damage +30% nature +20% darkness defense ------ Armor +15 Poison Resist +100% other ------- Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
acidic iron dagger of massacre (16-20 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 15.5 - 20.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 153 damage over 5 turns and reducing armor and accuracy by 20 Sharp, short and deadly. |
Punae's Blade (46-64 power, 4 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Master Weapon Damage 46.0 - 64.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Crit +20.0% Combat Speed +20% defense ------ Defense +40 (+10 eff.) Evasion +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
voratun longsword 'Adytha' (51-71 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Master/Psionic Weapon Damage 51.0 - 71.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +6.0% Attack Speed 100% On-hit +25 mind On Hit: * 29% chance to reduce all saves and defense by 26 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +8 Str +7 Wil +6 Cun offense ------ Damage +12% physical Accuracy +18 (+5 eff.) Ignore Armor +2 defense ------ Defense +5 (+1 eff.) Life Regen +2.00 Blind Resist +20% Sharp, long, and deadly. |
Ureslak's Femur (52-73 power, 5 apr)3.0 Encumbrance T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Weapon Damage 52.0 - 72.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
Growthworth4.0 Encumbrance T5 sling 1H weapon [Random Unique] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +20 cold While equipped: Stats +7 Str offense ------ Physical Crit +22.0% Physical Power +13 (+4 eff.) Damage +3% blight +22% cold +6% nature Ignore resists +10% blight +20% nature Accuracy +29 (+7 eff.) When Hit 4 nature defense ------ Resistance +9% blight Slings are used to hurl stones or metal shots at your foes. |
Unlightknight the drakeskin leather sling4.0 Encumbrance T5 sling 1H weapon [Random Unique] Arcane/Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 Projectile Speed +200% On-ranged-hit +20 acid On Hit: * 24% chance to reduce damage dealt by 21% While equipped: Stats +6 Str +7 Cun +6 Con offense ------ Physical Power +15 (+4 eff.) Combat Speed +10% Damage +22% acid defense ------ Resistance +3% light +3% cold Physical save +9 (+2 eff.) Mind save +6 (+2 eff.) Poison Resist +20% Silence Resist +24% other ------- Masteries +0.20 Wild-gift/Fungus Regenerate 222 life over 5 turns Puts all charms on 17 turn cooldown Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, cold element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% 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 (+13 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 170 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." |
Rainfame the voratun waraxe (40-56 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Master Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +12 nature On Hit: * 20 arcane resource burn On Critical: * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Cun offense ------ Physical Crit +12.0% Physical Power +13 (+4 eff.) Mindpower +10 (+3 eff.) Damage +12% mind Ignore resists +12% physical Accuracy +37 (+9 eff.) Ignore Armor +15 defense ------ Defense +15 (+4 eff.) Resistance +12% darkness +3% cold Disarm Resist +49% One-handed war axes. |
Razorblade, the Cursed Waraxe (38-53 power, 16 apr)3.0 Encumbrance T5 waraxe 1H weapon [Unique] Psionic Weapon Damage 38.0 - 53.2 Phys.bleed Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +4 Str +4 Dex offense ------ Ignore resists +30% physical Accuracy +40 (+10 eff.) Ignore Armor +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
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 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 (+5 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. |
Drirand the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +3 Str +2 Dex +3 Wil offense ------ Physical Crit +8.0% Ignore resists +15% mind defense ------ Resistance +9% fire +10% cold other ------- Stamina/turn +3.00 Infravision +3 A belt that goes around your waist. |
Lelehor1.0 Encumbrance T5 belt armor [Random Unique] Master/Psionic While equipped: Stats +1 Str +13 Dex +11 Cun +10 Lck offense ------ Physical Crit +15.0% Mind Crit +15% Mindpower +11 (+3 eff.) Ignore resists +10% mind Accuracy +5 (+1 eff.) defense ------ Resistance +2% physical Physical save +11 (+2 eff.) Mind save +6 (+2 eff.) Stealth +13 other ------- Disarm Traps +27 Psi when Hit +0.12 Infravision +6 A belt that goes around your waist. |
Lisaminne the drakeskin leather belt1.0 Encumbrance T5 belt armor [Rare] Disrupt While equipped: Stats +4 Wil offense ------ Critical power +22.89% Physical Power +34 (+8 eff.) Ignore resists +15% physical Accuracy +30 (+8 eff.) defense ------ Armor +10 Resistance +15% acid +12% fire +15% lightning +15% blight other ------- Infravision +3 A belt that goes around your waist. |
Sewertaint (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +9 Str +7 Con offense ------ Spell Crit +6% Critical power +25.00% Spellpower +10 (+3 eff.) Damage +6% nature +9% light +12% arcane Ignore resists +13% arcane +25% nature On-Hit (Melee): * 10% chance to slow global speed by 53% defense ------ Defense +3 (+1 eff.) Physical save +15 (+3 eff.) Life +76.00 other ------- Max mana +77.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galen's Flowing Robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun offense ------ Spell Crit +12% Spellpower +35 (+10 eff.) Damage +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical defense ------ Resistance +15% all other ------- Mana/turn +2.00 Max mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+7 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+2 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 1.0 Power cost 43 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Shinewolf (39 def, 10 armour)3.0 Encumbrance T5 feet armor [Random Unique] Master While equipped: Stats +20 Dex offense ------ Damage +9% light Ignore resists +5% light defense ------ Armor +10 Defense +39 (+10 eff.) Fatigue +4% Resistance +15% acid +6% light other ------- Light +3 Infravision +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Velutira the pair of hardened leather boots (0 def, 17 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Con offense ------ Critical power +15.00% Accuracy +10 (+3 eff.) defense ------ Armor +17 Physical save +6 (+1 eff.) other ------- Stamina/turn +3.00 Infravision +2 A pair of boots made of leather. |
restorative pair of drakeskin leather boots of massiveness (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego++] Nature/Master While equipped: Stats +6 Str +7 Con offense ------ Damage +8% physical defense ------ Armor +5 Life Regen +6.00 Healmod +16% other ------- Size +1 A pair of boots made of leather. |
Ivitha the voratun gauntlets (10 def, 3 armour)1.5 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +10 Dex +9 Mag +8 Wil +8 Cun offense ------ Spellpower +15 (+5 eff.) On-Hit 20 light 14 arcane Damage +8% light +10% arcane Accuracy +9 (+2 eff.) Ignore Armor +13 defense ------ Armor +3 Defense +10 (+3 eff.) Fatigue +5% Resistance +12% cold +16% light +8% arcane Mind save +6 (+2 eff.) other ------- Stamina/turn +3.00 Unarmed combat: Weapon Damage 29.5 - 41.3 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +11 Ignore Armor +24 Critical Rate +10.0% Attack Speed 83% On-hit +19 arcane On Hit: 15% Perfect Strike level 5 On Hit: 20% Searing Light level 5 On Hit: 10% Manathrust level 3 Steady Shot: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (6 def, 8 armour)1.5 Encumbrance T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +15% Mindpower +12 (+4 eff.) Damage +25% nature Ignore resists +25% nature defense ------ Armor +8 Defense +6 (+2 eff.) Spell save +15 (+3 eff.) Life +100.00 other ------- Light +1 Unarmed combat: Weapon Damage 34.0 - 47.6 Physical Uses 40% Str, 40% Cun, 40% Dex Ignore Armor +18 Critical Rate +12.0% Attack Speed 83% On-hit +20 silence On Hit: 15% Mana Clash level 3 On Hit: 15% Antimagic Zone level 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 172.20 arcane damage and stunned). Uses 85 power out of 150/150 Attackspeed is 100% for non-Brawlers! These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: offense ------ Damage +10% acid +5% physical Ignore resists +15% acid +15% physical defense ------ Armor +7 Fatigue +10% Resistance +20% acid +10% physical Max Resistance +10% acid +5% physical other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 27.0 - 37.8 Physical Uses 30% Dex, 60% Str, 30% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 83% On-hit +10 acid On Hit: 10% Corrosive Mist level 1 On Hit: 20% Earthen Missiles level 3 Attackspeed is 100% for non-Brawlers! Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
heroic voratun gauntlets of the juggernaut (0 def, 9 armour)1.5 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats +4 Con defense ------ Armor +9 Fatigue +5% Physical save +29 (+5 eff.) Spell save +6 (+1 eff.) Mind save +17 (+4 eff.) Life +71.00 Disarm Resist +40% Unarmed combat: Weapon Damage 37.0 - 51.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-hit +25 physical On Hit: 10% Juggernaut level 1 On Hit: 10% Battle Shout level 5 Juggernaut: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.6 Power cost 26 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of the juggernaut (0 def, 8 armour)1.5 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats +6 Con defense ------ Armor +8 Fatigue +5% Physical save +10 (+2 eff.) Spell save +9 (+1 eff.) Mind save +17 (+4 eff.) Life +59.00 Disarm Resist +34% Unarmed combat: Weapon Damage 34.5 - 48.3 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-hit +25 physical On Hit: 10% Juggernaut level 1 On Hit: 10% Battle Shout level 5 Juggernaut: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 3.9 Power cost 26 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Eternal Night (0 def, 3 armour)2.0 Encumbrance T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: defense ------ Armor +3 Fatigue +3% Damage Reduction +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Dragon-helm of Kroltar (5 def, 9 armour)3.0 Encumbrance T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck offense ------ Damage +10% physical +10% fire defense ------ Armor +9 Defense +5 (+1 eff.) Fatigue +10% other ------- Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Effective talent level: 3.0 Power cost 39 out of 45/45. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 216.16 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Eastern Wood Hat (15 def, 0 armour)2.0 Encumbrance T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex offense ------ Physical Crit +10.0% Steam Crit +15% Damage +10% physical Ignore resists +15% physical Accuracy +40 (+10 eff.) Ignore Armor +15 defense ------ Defense +15 (+4 eff.) Blind Resist +100% other ------- Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery 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. |
Galar the voratun helm (5 def, 5 armour)3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +13 Lck +8 Wil offense ------ Physical Crit +9.0% Spell Crit +8% Mind Crit +7% Ignore Armor +2 When Hit 6 physical defense ------ Armor +5 Defense +5 (+1 eff.) Fatigue +5% Resistance +15% blight +19% light +17% darkness Mind save +14 (+4 eff.) other ------- Mana-on-crit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Omniscience (7 def, 0 armour)1.0 Encumbrance T5 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +9% Mindpower +20 (+6 eff.) Ignore resists +10% mind defense ------ Defense +7 (+2 eff.) Resistance +15% mind Max Resistance +10% mind Mind save +25 (+6 eff.) Confus Resist +40% other ------- Psi-on-crit +6.00 Max psi +50.00 Infravision +5 Reveal the surrounding area (range 20). Uses 26 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Steam Powered Helm (3 def, 12 armour)3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
drakeskin leather cap 'Emasewen' (10 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +11 Dex +6 Wil +14 Lck offense ------ Physical Crit +8.0% Spell Crit +7% Mind Crit +6% Critical power +5.00% Physical Power +11 (+3 eff.) Ignore resists +10% physical defense ------ Armor +5 Defense +10 (+3 eff.) Fatigue +5% Resistance +23% darkness +11% physical Physical save +12 (+2 eff.) other ------- Stamina/turn +2.00 Infravision +5 A cap made of leather. |
elven-silk wizard hat 'Ulfiregotorain' (3 def, 0 armour)2.0 Encumbrance T5 head armor [Rare] Arcane While equipped: offense ------ Damage +12% physical Ignore resists +25% physical defense ------ Defense +3 (+1 eff.) Resistance +9% temporal +20% nature +21% cold Cut Resist +20% other ------- Infravision +9 See Stealth +25 See Invisibility +25 Circle of Warding: (Instant) Puts all charms on 34 turn cooldown Effective talent level: 3.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 48% and attempts to push all creatures other than yourself out of its radius, inflicting 12.99 light damage and 11.17 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Arthomas the Shimmerrupture (37 def, 18 armour)9.0 Encumbrance T5 light armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +16 Str +18 Dex +8 Mag +8 Wil +13 Cun offense ------ Ignore resists +15% lightning When Hit 8 light 2 lightning On-Hit (Melee): * 21% chance to reduce armor by 36% defense ------ Armor +18 Defense +37 (+9 eff.) Fatigue +8% Resistance +3% acid +3% light Physical save +18 (+3 eff.) Mind save +25 (+6 eff.) Life +64.00 A suit of armour made of leather. |
Cuirass of the Dark Lord (0 def, 30 armour)17.0 Encumbrance T5 massive armor [Unique] Arcane While equipped: Stats +10 Str +10 Con offense ------ Physical Power +10 (+3 eff.) When Hit 30 physical defense ------ Armor +30 Fatigue +25% Resistance +20% physical Physical save +15 (+3 eff.) Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 373.92 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 22 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Tarrasca (0 def, 50 armour)17.0 Encumbrance T4 massive armor [Unique] Master While equipped: Stats +15 Con offense ------ When Hit 0 physical defense ------ Armor +50 Hardiness +15% Fatigue +35% Physical save +45 (+8 eff.) Knockbk Resist +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 22 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Bindings of Eternal Night (12 def, 12 armour)6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag offense ------ Damage +15% cold +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+3 eff.) Resistance +30% blight -10% fire +30% darkness -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Belovena (0 def, 10 armour, 70-84 power, 201 block)7.0 Encumbrance T5 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 70.0 - 84.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +201 On-hit +28 acid On-crit, radius 2 +37 light +36 fire On Hit: * 10% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +5 Con offense ------ Damage +6% acid Ignore resists +10% temporal On shield block: * Deals 137 light and fire damage to each enemy blocked When Hit 2 acid On-Hit (Melee): * 21% chance to reduce all saves and defense by 26 When Hit: * 17% chance to reduce armor by 36% defense ------ Armor +10 Fatigue +8% Resistance +28% lightning +9% temporal +12% light +13% fire +22% acid other ------- Talents +1 Block Handheld deflection devices. |
Bethenor the Bleakbrace (0 def, 16 armour, 67-80 power, 291.5 block)7.0 Encumbrance T5 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 67.0 - 80.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +292 On-hit +17 acid +12 cold +4 darkness On-Hit, radius 1 +4 mind While equipped: Stats +11 Str +12 Dex +6 Con offense ------ Accuracy +21 (+5 eff.) When Hit 4 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 21% When Hit: * 18% chance to reduce armor by 36% defense ------ Armor +16 Fatigue +8% Resistance +19% acid +12% cold +6% mind +30% lightning other ------- Talents +1 Block Handheld deflection devices. |
voratun shield 'Frozenhunt' (0 def, 19 armour, 64-77 power, 276.5 block)7.0 Encumbrance T5 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 64.5 - 77.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +276 On-hit +12 cold +15 light +19 darkness While equipped: Stats +8 Mag +4 Cun +5 Con offense ------ Damage +17% light +19% darkness Ignore resists +10% cold When Hit 4 temporal defense ------ Armor +19 Fatigue +8% Resistance +9% cold +27% fire +16% darkness +15% light Physical save +8 (+1 eff.) other ------- Talents +1 Block Handheld deflection devices. |
voratun shield 'Zubatira' (0 def, 10 armour, 68-81 power, 211.5 block)7.0 Encumbrance T5 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 67.5 - 81.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +212 On-hit +29 cold On-crit, radius 2 +16 arcane While equipped: Stats +6 Wil offense ------ Damage +12% mind Ignore resists +15% arcane On shield block: * Deals 139 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) When Hit 6 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 26 defense ------ Armor +10 Fatigue +8% Resistance +30% lightning +20% cold +3% mind Life +100.00 other ------- Talents +1 Block Handheld deflection devices. |
4 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. |
1824 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. |
9 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. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
7 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
11 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+0 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+0 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Frostwarden the voratun pickaxe (dig speed 11 turns)3.0 Encumbrance T5 digger tool [Rare] Master While equipped: Stats +3 Str +4 Mag offense ------ Spellpower/crit +10 Ignore resists +25% physical When Hit 10 cold defense ------ Crit Resistance 15.00% Physical save +18 (+3 eff.) Pinning Resist +20% other ------- Max mana +100.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Heatthorn' (dig speed 10 turns)3.0 Encumbrance T3 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Cun +2 Str offense ------ Accuracy +5 (+1 eff.) When Hit 4 fire defense ------ Resistance +13% darkness +6% fire Affinity +15% darkness other ------- Mana-on-crit +2.00 Max mana +100.00 Infravision +8 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
9 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. |
6 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. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Grinethel the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Arcane While equipped: Stats +2 Dex offense ------ Physical Crit +3.0% Damage +10% light Ignore resists +10% blight +15% physical Accuracy +5 (+1 eff.) On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 defense ------ Defense +15 (+4 eff.) Resistance +11% darkness +9% blight Affinity +5% light other ------- Stamina/turn +3.00 Light +7 Sun Flare: Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 190.74 light damage. At talent level 3 you gain 27% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern 'Chydor'1.0 Encumbrance T5 lite [Random Unique] Nature/Master While equipped: Stats +2 Dex +5 Wil offense ------ Physical Crit +8.0% Critical power +17.00% Physical Power +10 (+3 eff.) Mindpower +31 (+10 eff.) Ignore resists +14% all Ignore Armor +15 defense ------ Armor +4 Physical save +14 (+2 eff.) Healmod +22% other ------- Stamina/turn +3.13 Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eternity's Counter2.0 Encumbrance T4 misc tool [Unique] Arcane While equipped: offense ------ Move Speed -16% Combat Speed +12% Spell Speed +12% Mind Speed +12% Damage +10% all +15% temporal defense ------ Resistance -12% all +15% temporal Damage Reduction +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards entropy). Uses 17 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
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. |
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. |
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. |
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. |
71 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. |
18 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. |
16 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. |
8 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 303/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
Grinakan the Frozenraptor (21/21, 66-80 power, 6 apr)3.0 Encumbrance T5 shot ammo [Random Unique] Arcane/Master/Psionic Weapon Damage 66.5 - 79.8 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +22 Ignore Armor +6 Critical Rate +18.0% Capacity 21 On-ranged-hit +20 temporal +34 physical On-Hit, radius 1 +20 temporal +20 fire On-crit, radius 2 +12 cold +20 temporal On Hit: * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 162 physical damage On Critical: * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
amazing air recycler0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel armour reinforcement0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel crystal plating0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grapple0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +3 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
mastercraft focus lens0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +8 Sight +2 See Stealth +20 See Invisibility +20 Blind-Fight: No penalty when attacking invisible/stealthed Tinkers can be attached to normal items to improve them with steam power! |
stralite back support0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Fatigue -16% other ------- Encumbrance +40 Tinkers can be attached to normal items to improve them with steam power! |
stralite crystal plating0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +8 Str +8 Dex +8 Mag +8 Wil +8 Cun +8 Con Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +24% lightning Stun Resist +40% Tinkers can be attached to normal items to improve them with steam power! |
stralite kinetic stabiliser0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Physical save +12 (+2 eff.) Pinning Resist +20% Knockbk Resist +20% Teleport Resist +100% Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +16 Critical Rate +16.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun back support0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Fatigue -20% other ------- Encumbrance +50 Tinkers can be attached to normal items to improve them with steam power! |
voratun spike attachment0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 50 physical defense ------ Armor +20 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
well-made focus lens0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +7 Sight +2 See Stealth +15 See Invisibility +15 Tinkers can be attached to normal items to improve them with steam power! |
Nerolrathra the elm totem of stinging [power 128] (13 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +9% physical Ignore resists +25% physical Accuracy +15 (+4 eff.) When Hit 10 temporal defense ------ Defense +25 (+6 eff.) Unlife -80.80 life Sting an enemy dealing 150 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of Life2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+2 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
5 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. |
Balanceserpent the yew wand of clairvoyance [power 12] (13 cooldown)2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Resistance +5% arcane +6% fire Unlife -20.00 life Life Regen +2.00 Pinning Resist +20% other ------- Wards +3 lightning +3 darkness +4 light +4 nature Talents +1 Ward Reveal the area around you, dispelling darkness (radius 12, power 78 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 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. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 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. |
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. |
7 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. |
16 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 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. |
6 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. |
13 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. |
7 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. |
4 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. |
9 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. |
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.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By MrDamm4 the Dwarf Bulwark level 35
30th Steel 123rd year of Ascendancy at 22:46 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By MrDamm4 the Dwarf Bulwark level 50
28th Iron 124th year of Ascendancy at 07:12 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By MrDamm4 the Dwarf Bulwark level 35
28th Steel 123rd year of Ascendancy at 23:17 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By MrDamm4 the Dwarf Bulwark level 41
22nd Gold 123rd year of Ascendancy at 21:29 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By MrDamm4 the Dwarf Bulwark level 50
9th Loss 123rd year of Ascendancy at 19:23 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By MrDamm4 the Dwarf Bulwark level 49
2nd Dearth 123rd year of Ascendancy at 19:11 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By MrDamm4 the Dwarf Bulwark level 39
17th Gold 123rd year of Ascendancy at 18:01 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By MrDamm4 the Dwarf Bulwark level 43
25th Profit 123rd year of Ascendancy at 03:23 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By MrDamm4 the Dwarf Bulwark level 50
17th Shortage 123rd year of Ascendancy at 00:03 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By MrDamm4 the Dwarf Bulwark level 9
26th Voratun 122nd year of Ascendancy at 22:03 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By MrDamm4 the Dwarf Bulwark level 37
13rd Gold 123rd year of Ascendancy at 02:55 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By MrDamm4 the Dwarf Bulwark level 50
7th Shortage 123rd year of Ascendancy at 04:53 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By MrDamm4 the Dwarf Bulwark level 33
7th Steel 123rd year of Ascendancy at 18:29 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By MrDamm4 the Dwarf Bulwark level 50
15th Steel 124th year of Ascendancy at 21:44 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By MrDamm4 the Dwarf Bulwark level 25
23rd Shortage 122nd year of Ascendancy at 09:02 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By MrDamm4 the Dwarf Bulwark level 43
26th Profit 123rd year of Ascendancy at 08:26 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By MrDamm4 the Dwarf Bulwark level 26
24th Shortage 122nd year of Ascendancy at 18:45 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By MrDamm4 the Dwarf Bulwark level 50
11st Steel 124th year of Ascendancy at 11:12 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By MrDamm4 the Dwarf Bulwark level 50
42nd Dearth 123rd year of Ascendancy at 12:00 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By MrDamm4 the Dwarf Bulwark level 46
19th Wealth 123rd year of Ascendancy at 09:59 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By MrDamm4 the Dwarf Bulwark level 50
10th Loss 123rd year of Ascendancy at 05:55 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By MrDamm4 the Dwarf Bulwark level 10
8th Profit 122nd year of Ascendancy at 19:08 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By MrDamm4 the Dwarf Bulwark level 20
10th Wealth 122nd year of Ascendancy at 04:59 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By MrDamm4 the Dwarf Bulwark level 30
7th Iron 123rd year of Ascendancy at 22:07 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By MrDamm4 the Dwarf Bulwark level 40
19th Gold 123rd year of Ascendancy at 14:47 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By MrDamm4 the Dwarf Bulwark level 50
10th Dearth 123rd year of Ascendancy at 15:27 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By MrDamm4 the Dwarf Bulwark level 50
9th Steel 124th year of Ascendancy at 21:36 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By MrDamm4 the Dwarf Bulwark level 50
23rd Loss 123rd year of Ascendancy at 10:35 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By MrDamm4 the Dwarf Bulwark level 23
13rd Dearth 122nd year of Ascendancy at 21:03 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By MrDamm4 the Dwarf Bulwark level 37
12nd Gold 123rd year of Ascendancy at 13:24 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By MrDamm4 the Dwarf Bulwark level 24
9th Shortage 122nd year of Ascendancy at 06:55 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By MrDamm4 the Dwarf Bulwark level 38
13rd Gold 123rd year of Ascendancy at 11:00 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By MrDamm4 the Dwarf Bulwark level 6
18th Voratun 122nd year of Ascendancy at 12:31 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By MrDamm4 the Dwarf Bulwark level 50
15th Steel 124th year of Ascendancy at 21:42 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By MrDamm4 the Dwarf Bulwark level 20
18th Wealth 122nd year of Ascendancy at 08:15 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By MrDamm4 the Dwarf Bulwark level 9
6th Profit 122nd year of Ascendancy at 21:21 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By MrDamm4 the Dwarf Bulwark level 50
10th Steel 124th year of Ascendancy at 13:01 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By MrDamm4 the Dwarf Bulwark level 50
18th Iron 124th year of Ascendancy at 15:35 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By MrDamm4 the Dwarf Bulwark level 15
17th Profit 122nd year of Ascendancy at 15:00 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By MrDamm4 the Dwarf Bulwark level 43
28th Stralite 123rd year of Ascendancy at 07:32 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By MrDamm4 the Dwarf Bulwark level 24
10th Shortage 122nd year of Ascendancy at 11:29 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By MrDamm4 the Dwarf Bulwark level 17
6th Wealth 122nd year of Ascendancy at 01:34 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By MrDamm4 the Dwarf Bulwark level 34
28th Steel 123rd year of Ascendancy at 16:36 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By MrDamm4 the Dwarf Bulwark level 46
20th Wealth 123rd year of Ascendancy at 20:16 see stats
Log
Today is the 26th Steel of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 12:15.
You transfer Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block) to the online item's vault.
Saving done.
Saving game...
Saving done.
There is an item here: shielding rune of the psychic (absorb 182; dur 4; cd 16)
There is an item here: warbringer's stralite longsword of crippling (36-50 power, 5 apr)
There is an item here: truestriking stralite longsword of crippling (34-47 power, 5 apr)
There is an item here: arcing steel longsword of massacre (22-31 power, 3 apr)
There is an item here: Kilnmarrow the dwarven-steel longsword (22-30 power, 4 apr)
There is an item here: Everpyre Blade (38-53 power, 10 apr)
There is an item here: resilient linen cloak of Eldoral (1 def, 0 armour)
There is an item here: cashmere cloak 'Voroth' (2 def, 0 armour)
There is an item here: Xerubrema the cashmere cloak (2 def, 0 armour)
There is an item here: Chargesage (11 def, 0 armour)
There is an item here: Charburst (27 def, 4 armour)
There is an item here: warbringer's stralite longsword of crippling (36-50 power, 5 apr)
There is an item here: truestriking stralite longsword of crippling (34-47 power, 5 apr)
There is an item here: arcing steel longsword of massacre (22-31 power, 3 apr)
There is an item here: Kilnmarrow the dwarven-steel longsword (22-30 power, 4 apr)
There is an item here: Everpyre Blade (38-53 power, 10 apr)
Ran for 2 turns (stop reason: object seen).













































































































































































