Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.1 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.4.8Donators/Buyers bonus! 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. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Go to Landmark 1.1.0Adds 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. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.4.9Quality 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. Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 50 / 87% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Aridhewen the dozing giant venus flytrap at level 12 on the 6th Wealth 122nd year of Ascendancy at 19:49 0 / 8Killed by elven blood mage at level 27 on the 14th Shortage 122nd year of Ascendancy at 12:39 Killed by elven corruptor at level 28 on the 17th Shortage 122nd year of Ascendancy at 05:25 Killed by orc necromancer at level 41 on the 31st Voratun 123rd year of Ascendancy at 21:20 Killed by orc master wyrmic at level 43 on the 6th Profit 123rd year of Ascendancy at 07:14 Killed by Elandar at level 50 on the 15th Wealth 123rd year of Ascendancy at 09:54 Killed by fire drake hatchling at level 50 on the 15th Wealth 123rd year of Ascendancy at 12:10 Killed by Elandar at level 50 on the 15th Wealth 123rd year of Ascendancy at 13:49 |
Primary Stats
| Strength | 149 (base 60) |
| Dexterity | 75 (base 43) |
| Constitution | 64 (base 13) |
| Magic | 92 (base 63) |
| Willpower | 78 (base 40) |
| Cunning | 54 (base 20) |
Resources
| Life | -278/1653 |
| Mana | 548/569 |
| Equilibrium | 52 |
| Healing Factor | 1.6461538461541 |
| Regeneration | 0.41153846153852 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 17 |
| Infravision | 6 |
| See Stealth | 56.254036314199 |
| See Invisible | 46.254036314199 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 340 |
| Accuracy | 53 |
| Crit Chance | 37% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 163 |
| Accuracy | 53 |
| Crit Chance | 37% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| All | +13% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 159.17188607992 (100%) |
| Defense | 42 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 88 |
| Spell Save | 69 |
| Mental Save | 60 |
Defense: Resistances
| All | -58%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Poison Resistance | 55% |
| Disarm Resistance | 100% |
| Bleed Resistance | 55% |
| Teleport Resistance | 100% |
| Silence Resistance | 30% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 28 for 12 turns. While Heroism is active, you will only die when reaching -1302 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 127% efficiency and cooldown mod of 55%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 190% efficiency and cooldown mod of 52%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 946% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 714% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Earthen vines | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Spell / Eldritch shield | 1.52 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Deeprock | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Race / Dwarf | 1.20 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Steamtech / Chemistry | 1.00 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Stone Vines |
| talent | Eldritch Infusion |
| talent | Premonition |
| talent | Chant of Fortress |
| talent | Shards |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is cursed, reducing all resistances by 53%. Curse of Vulnerability |
| beneficial effect | Reduces darkness damage received by 17%. Premonition Shield |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| detrimental effect | Huge cut that bleeds, doing 5.97 physical damage per turn. Bleeding |
| beneficial effect | The target has turned into a huge deeprock elemental. It gains 2 size categories, 55% bleeding, poison, disease, and stun immunity, +29% Nature damage and +15% Nature damage penetration, +29% Arcane damage and +15% Arcane damage penetration, and +29% Physical damage and +15% Physical damage penetration. In addition, it uses its physical resistance against all damage. Deeprock Form |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target is recovering 31 life each turn. Recovery |
| beneficial effect | The target's skin reacts to damage, granting 21 armour. Stoneskin |
| detrimental effect | The target has been splashed with acid, taking 58.14 acid damage per turn, reducing armour by 54 and attack by 47. Acid Splash |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to 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 successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You abandoned lone alchemist to death. Escort: weary adventurer (level 1 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Aeredassra the snow giant boulder thrower. Escort: worried loremaster (level 1 of Daikara) | failed |
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. | active |
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 ice 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 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 unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 287. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of voratun boots 'Firewinnow' (0 def, 13 armour) pair of voratun boots 'Firewinnow' (0 def, 13 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: -3% Damage when hit (Melee): 12 fire Changes resistances: +12% lightning Changes resistances penetration: +15% fire Physical save: +26 (+5 eff.) Spell save: +10 (+2 eff.) Mental save: +9 (+3 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Stamina each turn: +0.50 Maximum life: +37.00 Infravision radius: +1 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Void Quiver (0/0, 45-63 power, 30 apr) Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 50% Str, 60% Mag, 70% Dex Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
| Light source | Lisonor the Voidwedge Lisonor the Voidwedge Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -8% Changes stats: +3 Cun / +2 Dex Changes resistances penetration: +10% darkness Changes damage: +20% light Maximum life: +40.00 Light radius: +7 See stealth: +10 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Galestone the drakeskin leather cap (0 def, 5 armour) Galestone the drakeskin leather cap (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+8 eff.) Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 blight / 4 nature / 12 lightning Changes stats: +5 Str / +15 Mag / +19 Wil / +5 Con Changes damage: +37% blight / +52% arcane Spell save: +20 (+5 eff.) Spellpower: +2 (+1 eff.) Spell crit. chance: +10% Light radius: +7 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +5 Iron Grip Critical mult.: +30.00% Disarm immunity: +150% Steam crit. chance: +10% Gauntlets. But with steam power! |
| Tool | Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +8 Str / +8 Con Changes resistances penetration: +10% physical Changes damage: +10% physical Talent mastery: +0.20 Race / Dwarf Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 27 power out of 30/30) : Effective talent level: 4.8 Power cost: 27 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 384.46 physical damage to all. 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 | Falyndur the stralite ring Falyndur the stralite ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Armour: +6 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * 10% chance to cause random gloom Damage (Melee): 10 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +5 Cun Changes resistances: +28% fire / +1% physical Changes damage: +14% fire Physical save: +16 (+3 eff.) Spell save: +11 (+2 eff.) Mental save: +12 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
| On fingers | Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.4 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 376.89 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
| Around neck | steel amulet 'Dawnhunger' steel amulet 'Dawnhunger'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +6% light / +12% darkness Changes resistances penetration: +10% darkness / +10% light Changes damage: +12% darkness Talent mastery: +0.22 Spell / Eldritch shield Light radius: +3 Amulets can have magical properties. |
| In main hand | Crystalline Voratun shield (12 def, 3 armour, 80-96 power, 263.75 block) Crystalline Voratun shield (12 def, 3 armour, 80-96 power, 263.75 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. When used to attack (with talents): Base power: 80.0 - 96.0 Uses stats: 50% Mag, 100% Str Damage type: Arcane Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +263 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 25 lightning Changes stats: +3 Con / +3 Wil Changes damage: +10% arcane Talent granted: +5 Block Spellpower: +12 (+4 eff.) Special effect on block: Unleash a lightning nova of radius equal to the tinker tier. It can be used to recover the Crystal Focus (destroys this weapon), costing 1 power out of 1/1. Handheld deflection devices. Transformed with the power of the Spellblaze. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Fatigue: +0% Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Talent granted: +5 Thunder Grenade Maximum encumbrance: +0 Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | voratun shield 'Lisywen' (12 def, 41 armour, 71.5-85.8 power, 428 block) voratun shield 'Lisywen' (12 def, 41 armour, 71.5-85.8 power, 428 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.5 - 85.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +428 On weapon hit: * deal bonus physical damage equal to your armor Damage (Melee): +8 acid Burst (radius 2) on crit: +4 blight / +8 acid When wielded/worn: Armour: +41 Armour Hardiness: +10% Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 8 acid / 25 lightning Changes stats: +7 Con Changes resistances: +0% blight / +0% fire / +16% physical Reduce damage by fixed amount: +0 blight / +0 fire Changes resistances penetration: +15% acid Changes damage: +3% acid Talent granted: +5 Block Physical save: +12 (+2 eff.) Special effect on block: Unleash a lightning nova of radius equal to the tinker tier. Handheld deflection devices. This item has been sent to the Item's Vault. |
| Cloak | elven-silk cloak 'Glittervenom' (13 def, 19 armour) elven-silk cloak 'Glittervenom' (13 def, 19 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +10 Armour: +19 Defense: +13 (+4 eff.) Changes stats: +10 Cun / +10 Dex Changes resistances: +30% lightning / +1% physical / +31% light / +25% fire / +29% cold / +12% temporal Changes resistances penetration: +5% mind Stealth bonus: +13 Mental save: +10 (+3 eff.) Stun/Freeze immunity: +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour) Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +25 Con Reduces incoming crit damage: 0.00% Physical save: +45 (+9 eff.) Knockback immunity: +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: 40% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 23 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. This item has been sent to the Item's Vault. |
Inventory
medical injector implant of the titan (efficiency 155% / cooldown 85%) medical injector implant of the titan (efficiency 155% / cooldown 85%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 155% efficiency and cooldown mod of 85%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the sneak (steam 15) steam generator implant of the sneak (steam 15)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.5 steam per turn. Can be activated for an instant burst of 77 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Infusion of Wild Growth (Rad 5 for 10 turns) Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 89.45 physical damage and 162.84 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 231) healing infusion of the psychic (heal 231)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 231 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (820% speed; 7 turns) movement infusion of the titan (820% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 820% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the titan (850% speed; 6 turns) movement infusion of the titan (850% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 850% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the wizard (745% speed; 8 turns) movement infusion of the wizard (745% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 745% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 418 over 5 turns) regeneration infusion of the titan (heal 418 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 418 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 243 for 5 turns) shielding rune of the titan (absorb 243 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 243 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. schematic: Moss Treadschematic: Moss Tread Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. schematic: Razor Edgeschematic: Razor Edge Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
mindweaver's stralite amulet of magic (+5) mindweaver's stralite amulet of magic (+5)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Mag / +5 Wil Mental save: +13 (+4 eff.) Confusion immunity: +14% Mindpower: +13 (+4 eff.) Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
warrior's gold amulet of constitution (+5) warrior's gold amulet of constitution (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +8% physical Stamina each turn: +0.20 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 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. |
Boltgrind BoltgrindInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 16 lightning Changes stats: +1 Wil Changes resistances: +13% mind Changes damage: +13% mind Grants telepathy: Humanoid/Orc Mindpower: +12 (+4 eff.) Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 27 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -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. |
pixie's steel ring of misery pixie's steel ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 5 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +4 Cun / +3 Mag Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Spellpower: +7 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
stralite ring 'Dourspawn' stralite ring 'Dourspawn'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 darkness Changes stats: +3 Con Changes resistances: +19% acid / +20% cold / +15% fire / +28% nature / +14% lightning Changes resistances penetration: +15% darkness / +5% nature Changes damage: +14% nature / +6% darkness Spell save: +12 (+3 eff.) Maximum stamina: +18.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. gifted living mindstar of the jelly (17.5-19.25 power, 40 apr, nature damage)gifted living mindstar of the jelly (17.5-19.25 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +10% acid Equilibrium when hit: +2.40 Mindpower: +22 (+7 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. voratun steamgun 'Cloudworm'voratun steamgun 'Cloudworm' Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Burst (radius 1) on hit: +10 lightning Attacks use: 2.0 Steam When wielded/worn: Changes stats: +5 Wil Changes resistances: +9% lightning Changes resistances penetration: +10% blight / +21% physical Changes damage: +18% lightning / +22% physical / +9% darkness Spell save: +9 (+2 eff.) Vim when firing critical spell: +5.00 Maximum mana: +120.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. acidic voratun waraxe of daylight (40.5-56.7 power, 6 apr)acidic voratun waraxe of daylight (40.5-56.7 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +20 acid / +20 light Damage against: +20% Undead One-handed war axes. |
Jetpack (10 def, 0 armour) Jetpack (10 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +10 (+3 eff.) Changes stats: +6 Cun Talent granted: +1 Rocket Dash Physical save: +10 (+2 eff.) Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Finally. |
linen cloak 'Oliziladin' (1 def, 9 armour) linen cloak 'Oliziladin' (1 def, 9 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +9 Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 15% Changes resistances: +6% nature / +0% lightning Physical save: +6 (+1 eff.) Confusion immunity: +5% Stun/Freeze immunity: +0% Teleport immunity: +5% Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. elven-silk robe of nature (+28%) (5 def, 0 armour)elven-silk robe of nature (+28%) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +28% nature Changes damage: +19% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arthirath (0 def, 3 armour) Arthirath (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +4 Str / +3 Dex / +1 Mag / +2 Cun Changes resistances: +5% cold / +6% fire Changes resistances penetration: +15% mind Changes damage: +6% mind Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Arithra the dwarven-steel gauntlets (0 def, 7 armour) Arithra the dwarven-steel gauntlets (0 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Damage when hit (Melee): 12 mind Changes stats: +4 Wil Grants telepathy: Humanoid/Orc Mental save: +10 (+3 eff.) Disarm immunity: +0% Psi when hit: +0.12 Maximum life: +57.00 Maximum psi: +40.00 Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Dayoblivion' (0 def, 2 armour) hardened leather gloves 'Dayoblivion' (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 10 arcane Damage when hit (Melee): 20 blight Changes stats: +7 Wil / +6 Mag Changes resistances: +5% arcane / +6% light Changes damage: +12% light Disarm immunity: +0% Mana when firing critical spell: +2.00 Maximum vim: +20.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Shineripper (0 def, 5 armour) Shineripper (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Mag / +8 Wil / +4 Cun Changes resistances: +11% lightning / +12% temporal Changes resistances penetration: +5% light Changes damage: +12% blight / +6% temporal / +20% arcane Spell crit. chance: +3% Mindpower: +4 (+1 eff.) Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +0 Cun / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) Light radius: +0 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
dwarven-steel helm 'Poreldavea' (0 def, 10 armour) dwarven-steel helm 'Poreldavea' (0 def, 10 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Fatigue: +4% Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +11% cold / +3% physical Allows you to breathe in: water Spell save: +30 (+7 eff.) Silence immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+5 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+3 eff.) Mental save: +25 (+7 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+3 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 14 power out of 25/25) : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 12 Armour, 18 Defense and your attacks will gain 41% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Abyssknave (12 def, 3 armour, 70.5-84.6 power, 196.5 block) Abyssknave (12 def, 3 armour, 70.5-84.6 power, 196.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.5 - 84.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +196 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (Melee): +8 blight / +20 fire / +20 nature When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +12% Damage when hit (Melee): 18 nature / 56 fire Changes stats: +6 Str Changes resistances: +20% blight / +20% fire / +19% nature Maximum wards: +6 lightning / +6 temporal / +6 blight / +5 fire / +5 cold Changes damage: +9% arcane Talents granted: +5 Block +1 Ward Spell save: +9 (+2 eff.) Maximum life: +110.00 Maximum vim: +10.00 Light radius: +2 Handheld deflection devices. |
Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block) Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 57.0 - 68.4 Uses stats: 50% Mag, 100% Str Damage type: Stunning fire Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+3 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Spellpower: +8 (+3 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
Blightstopper (18 def, 12 armour, 52-62.4 power, 240 block) Blightstopper (18 def, 12 armour, 52-62.4 power, 240 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% manaburn arcane When wielded/worn: Armour: +12 Defense: +18 (+6 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +5 Block Spell save: +24 (+6 eff.) Disease immunity: +60% It can be used to purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns, costing 22 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Sanguine Shield (14 def, 4 armour, 40-48 power, 220 block) Sanguine Shield (14 def, 4 armour, 40-48 power, 220 block)Requires: - Strength 39 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +4 Defense: +14 (+5 eff.) Ranged Defense: +14 (+5 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)Requires: - Strength 40 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 70% Mag, 100% Str Damage type: Temporal Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+5 eff.) Spellpower: +12 (+4 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
gloomy voratun shield of physical resistance (+18%) (12 def, 3 armour, 63.5-76.2 power, 212.5 block) gloomy voratun shield of physical resistance (+18%) (12 def, 3 armour, 63.5-76.2 power, 212.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 63.5 - 76.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +212 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects on melee hit: * 15% chance to cause random gloom Effects when hit in melee: * 25% chance to cause random gloom Changes resistances: +18% physical Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. elemental quiver of dragonbone arrows of paradox (20/20, 52.5-73.5 power, 18 apr)elemental quiver of dragonbone arrows of paradox (20/20, 52.5-73.5 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 On weapon hit: * 17% chance to gain 10% of a turn (3/turn limit) * Random elemental explosion Damage (Ranged): +30 temporal Arrows are used with bows to pierce your foes to death. |
466 alchemist agate 466 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Isida' (dig speed 29 turns) iron pickaxe 'Isida' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Fatigue: -4% Changes stats: +1 Str / +4 Dex / +3 Mag / +1 Cun / +3 Con Grants telepathy: Humanoid/Orc Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
garbage garbageInfused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +6% nature / +3% lightning Changes resistances penetration: +20% nature / +15% mind Changes damage: +3% mind Mental save: +51 (+13 eff.) Mindpower: +23 (+8 eff.) Mental crit. chance: +21% Light radius: +4 See stealth: +44 See invisible: +43 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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 Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes 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. |
5 bloodstone 5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 806.65 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 25] amazing fiery salve [power 25]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 127% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (25% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
amazing frost salve [power 25] amazing frost salve [power 25]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 127% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (25% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
amazing healing salve [power 367] amazing healing salve [power 367]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 127% efficiency and 55% cooldown modifier. It can be used to heal 367, putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing water salve [power 25] amazing water salve [power 25]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 127% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (25% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Flarebender (20/20, 68-81.6 power, 20 apr) Flarebender (20/20, 68-81.6 power, 20 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 68.0 - 81.6 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: +33.0% Capacity: 20 On weapon hit: * 10% chance to knock the target back On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +66 physical Burst (radius 1) on hit: +4 physical Burst (radius 2) on crit: +8 fire When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
perfect ablative armour perfect ablative armourPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Armour: +10 Reduces incoming crit damage: 35.00% Tinkers can be attached to normal items to improve them with steam power! |
stralite back support stralite back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'belt' When attach to an other item: Fatigue: -16% Maximum encumbrance: +40 Tinkers can be attached to normal items to improve them with steam power! |
voratun fatal attractor voratun fatal attractorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
voratun hand cannon voratun hand cannonPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Hand Cannon Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree voratun silver filigreePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Damage against: +35% Undead / +35% Demon / +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
stralite torque of psychoportation [power 49] (12/27 cooldown) stralite torque of psychoportation [power 49] (12/27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to teleport randomly (rad 49), putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Porenne' [power 385] (12/6 cooldown) voratun torque of mindblast 'Porenne' [power 385] (12/6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +2 (+1 eff.) Armour: +7 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +4 Str / +7 Con Changes damage: +6% physical Talent cooldown: Silence (-2 turns) Talent granted: +10 Silence It can be used to fire a blast of psionic energies in a range 9 beam dealing 217.53 to 435.05 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+3 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 216.96 temporal and 240.00 darkness damage (based on Magic), costing 18 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
7 diamond 7 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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. |
6 moonstone 6 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl 8 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Fudin the Dwarf Stone Warden level 28
19th Shortage 122nd year of Ascendancy at 16:32 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Fudin the Dwarf Stone Warden level 22
18th Loss 122nd year of Ascendancy at 12:10 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Fudin the Dwarf Stone Warden level 26
12nd Shortage 122nd year of Ascendancy at 02:52 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Fudin the Dwarf Stone Warden level 33
35th Steel 123rd year of Ascendancy at 03:49 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Fudin the Dwarf Stone Warden level 40
24th Voratun 123rd year of Ascendancy at 06:11 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Fudin the Dwarf Stone Warden level 32
31st Steel 123rd year of Ascendancy at 10:59 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Fudin the Dwarf Stone Warden level 9
8th Profit 122nd year of Ascendancy at 16:29 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Fudin the Dwarf Stone Warden level 29
21st Iron 123rd year of Ascendancy at 21:47 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Fudin the Dwarf Stone Warden level 45
12nd Profit 123rd year of Ascendancy at 19:28 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Fudin the Dwarf Stone Warden level 19
39th Dearth 122nd year of Ascendancy at 12:09 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Fudin the Dwarf Stone Warden level 17
9th Dearth 122nd year of Ascendancy at 22:34 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Fudin the Dwarf Stone Warden level 38
45th Stralite 123rd year of Ascendancy at 03:00 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Fudin the Dwarf Stone Warden level 48
40th Profit 123rd year of Ascendancy at 15:21 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Fudin the Dwarf Stone Warden level 22
18th Loss 122nd year of Ascendancy at 11:37 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Fudin the Dwarf Stone Warden level 10
16th Profit 122nd year of Ascendancy at 17:21 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Fudin the Dwarf Stone Warden level 20
40th Dearth 122nd year of Ascendancy at 05:28 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Fudin the Dwarf Stone Warden level 30
21st Iron 123rd year of Ascendancy at 21:47 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Fudin the Dwarf Stone Warden level 40
22nd Voratun 123rd year of Ascendancy at 17:49 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Fudin the Dwarf Stone Warden level 50
13rd Wealth 123rd year of Ascendancy at 12:17 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Fudin the Dwarf Stone Warden level 48
38th Profit 123rd year of Ascendancy at 16:00 see stats
Overpowered! (Nightmare (Adventure) difficulty)
Did over 6000 damage in one attack.By Fudin the Dwarf Stone Warden level 46
25th Profit 123rd year of Ascendancy at 02:11 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Fudin the Dwarf Stone Warden level 46
17th Profit 123rd year of Ascendancy at 10:01 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Fudin the Dwarf Stone Warden level 19
18th Dearth 122nd year of Ascendancy at 21:38 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Fudin the Dwarf Stone Warden level 28
19th Shortage 122nd year of Ascendancy at 01:40 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Fudin the Dwarf Stone Warden level 40
28th Voratun 123rd year of Ascendancy at 09:24 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Fudin the Dwarf Stone Warden level 19
39th Dearth 122nd year of Ascendancy at 06:23 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Fudin the Dwarf Stone Warden level 31
27th Steel 123rd year of Ascendancy at 10:49 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Fudin the Dwarf Stone Warden level 4
19th Voratun 122nd year of Ascendancy at 15:43 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Fudin the Dwarf Stone Warden level 22
18th Loss 122nd year of Ascendancy at 12:10 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Fudin the Dwarf Stone Warden level 8
1st Profit 122nd year of Ascendancy at 10:33 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Fudin the Dwarf Stone Warden level 22
18th Loss 122nd year of Ascendancy at 12:10 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Fudin the Dwarf Stone Warden level 42
6th Profit 123rd year of Ascendancy at 05:14 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Fudin the Dwarf Stone Warden level 8
3rd Acquisition 122nd year of Ascendancy at 07:28 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Fudin the Dwarf Stone Warden level 35
19th Gold 123rd year of Ascendancy at 11:52 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Fudin the Dwarf Stone Warden level 29
20th Iron 123rd year of Ascendancy at 05:04 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Fudin the Dwarf Stone Warden level 17
13rd Dearth 122nd year of Ascendancy at 15:00 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Fudin the Dwarf Stone Warden level 25
10th Shortage 122nd year of Ascendancy at 21:05 see stats
Log
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Fudin casts Eldritch Blow.
Argoniel's spell attains critical power!
Argoniel resists the stun!
Argoniel hits Fudin for 11 acid, 12 fire, 11 acid, 12 fire (47 total damage).
Fudin hits Argoniel for (1965 to bones), 0 arcane, 2 physical, 55 arcane, 996 arcane, 5 acid, 2 physical, 55 arcane, 171 physical (1288 total damage).
Elandar casts Manathrust.
Elandar's spell attains critical power!
Fudin is recovering from the damage!
Elandar hits Fudin for 585 arcane damage.
Fudin instinctively hardens his skin and ignores the attack!
Fudin repels an attack from Argoniel.
Argoniel drains life from Fudin!
Fudin counter attacks Argoniel with his shield shards!
Argoniel's spell attains critical power!
Fudin shrugs off the critical damage!
Argoniel's spell attains critical power!
Argoniel receives 124 healing.
Argoniel hits Fudin for 4 physical, 15 acid, 9 fire, 40 blight, 11 acid, 12 fire, 7 acid, 12 fire (113 total damage).
Fudin hits Argoniel for 21 healing, 34 lightning, 6 fire, 3 nature, 4 acid, 5 light, 8 blight, 15 arcane, 98 nature, 2 physical, 55 arcane, 43 nature, 5 acid, 2 physical, 55 arcane, 197 physical (538 total damage) [21 healing].
Elandar casts Metaflow.
Fudin shrugs off the critical damage!
Cold drake hatchling is seized by a stone vine.
Bleeding from Argoniel hits Fudin for 3 physical damage.
Acid Splash from Argoniel hits Fudin for 43 acid damage.
Fudin receives 52 healing.
Elandar casts Manathrust.
Elandar's spell attains critical power!
Saving game...
