
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Store Wish List 1.7.0Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Embers of Rage 1.7.4Official Expansion!Ashes of Urh'Rok 1.7.4Official Expansion!Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). 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 Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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 | Yeek |
| Class | Psyshot |
| Level / Exp | 50 / 316% |
| Size | small |
| Lifes / Deaths | Killed by Vor, Grand Geomancer of the Pride at level 50 on the 71st Dusk 124th year of Ascendancy at 23:28 / 1 |
Primary Stats
| Strength | 19 (base 12) |
| Dexterity | 80 (base 60) |
| Constitution | 52 (base 42) |
| Magic | 26 (base 12) |
| Willpower | 112 (base 62) |
| Cunning | 163.6 (base 60) |
Resources
| Life | -300/1122 |
| Psi | 177/202 |
| Steam | 80/131 |
| Healing Factor | 1.439329218765 |
| Regeneration | 7.988277164146 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +118.41281712929% |
Vision
| Sight | 11 |
| Lite | 15 |
| Infravision | 5 |
| See Stealth | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 111 |
| Accuracy | 83 |
| Crit Chance | 101% |
| APR | 81 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 63 |
| Accuracy | 89 |
| Crit Chance | 77% |
| APR | 115 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 58% |
| Speed | 1 |
Offense: Mind
| Mindpower | 97 |
| Crit Chance | 70% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +26% |
| Arcane | +6% |
| Cold | +18% |
| All | 0% |
| Lightning | +20% |
| Light | +12% |
| Temporal | +6% |
| Mind | +15% |
| Fire | +18% |
| Nature | +15% |
Offense: Damage Penetration
| Arcane | +23% |
| Lightning | +25% |
| Light | +23% |
| All | +13% |
Defense: Base
| Armour (hardiness) | 63 (100%) |
| Defense | 89 |
| Ranged Defense | 89 |
| Fatigue | 0 |
| Physical Save | 63 |
| Spell Save | 53 |
| Mental Save | 73 |
Defense: Resistances
| Acid | + 68%( 73%) |
| Blight | + 55%( 73%) |
| Arcane | + 49%( 73%) |
| Cold | + 73%( 73%) |
| All | + 43%( 73%) |
| Physical | + 45%( 73%) |
| Lightning | + 73%( 73%) |
| Light | + 49%( 73%) |
| Temporal | + 47%( 73%) |
| Mind | + 45%( 73%) |
| Darkness | + 59%( 73%) |
| Fire | + 72%( 73%) |
| Nature | + 60%( 73%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 82% |
| Poison Resistance | 20% |
| Blind Resistance | 100% |
| Silence Resistance | 47% |
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Disarm Resistance | 79% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.6 steam per turn. Can be activated for an instant burst of 93 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 154% efficiency and cooldown mod of 55%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 213% efficiency and cooldown mod of 72%. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 663% 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 Magic stat. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Dread | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Avoidance | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Psionic / Action at a distance | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Chemistry | 1.40 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 grave | active |
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 again | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by Cyremira the dread. Escort: injured seer (level 3 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Bethominne the storm drake. Escort: lone alchemist (level 2 of Old Forest) | failed |
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 Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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 upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 132. | 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. | active |
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 Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. 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. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * You have destroyed Grushnak. * You have destroyed Gorbat. | active |
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 | Duvinik the pair of voratun boots (6 def, 19 armour) 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +6 Cun +7 Wil dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Apr +14 ----- def ----- Armour +19 Defense +6 (+1 eff.) Fatigue +4% Resists +3% physical Phys.save +35 (+9 eff.) Spell.save +15 (+5 eff.) Mind.save +13 (+3 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed pouch of voratun shots of crippling (25/25, 175% power, 6 apr) 3.0 T5 shot ammo [Ego++] Master Power 175% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +29.0% Capacity 25 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +3 Flare Shell Shots are used with slings to pummel your foes to death. |
| Light source | dwarven lantern 'Tidebutcher' 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +8 Wil dps ---------- Phys.crit +5.0% Crit.mult +19.00% Phys.pwr +9 (+2 eff.) Dmg.mod +12% light +18% cold Res.pen +10% arcane +10% light ----- def ----- Resists +27% cold Max.HP +79.00 ---------- misc Light +13 See.Stealth +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Brass Goggles (12 def, 0 armour) 2.0 T4 head armor [Unique] Master While equipped: Stats +34 Cun dps ---------- Steam.crit +5% Steampwr +5 (+1 eff.) Acc +20 (+4 eff.) Apr +15 ----- def ----- Defense +12 (+2 eff.) Resists +20% fire Mind.save +17 (+4 eff.) Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
| On hands | Ivoyada (0 def, 4 armour) 1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +7 Dex +3 Wil +8 Cun +3 Con dps ---------- Phys.crit +12.0% Spell.crit +11% Mind.crit +10% Crit.mult +9.00% Melee+ 12 fire Dmg.mod +10% fire Acc +8 (+1 eff.) Apr +14 Melee Ret 8 mind ----- def ----- Armour +4 Resists +10% fire Crit.chn- 5.00% ---------- misc Talents +5 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Isonne [power 266] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% temporal ----- def ----- Resists +27% lightning +9% darkness +6% blight Max.HP +100.00 HP.reg +4.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 63 lightning damage and will be dazed for 1 turn (319 total damage) Puts all charms on 15 cooldown 100% to reduce fatigue by 34% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Cun dps ---------- Crit.mult +10.00% Melee+ 12 physical Ranged+ 13 physical Dmg.mod +6% arcane Acc +20 (+4 eff.) On Hit (Melee): * 15% chance to reduce all saves and defense by 49 On Hit (Ranged): * 13% chance to reduce all saves and defense by 49 ----- def ----- Defense +12 (+2 eff.) Resists +22% acid +20% fire +21% lightning +16% cold Max.HP +38.00 Disarm- +35% Pinning- +38% Stun/Frz- +30% Knockbk- +37% ---------- misc Hate/m.crit +3.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +8 Cun +4 Mag dps ---------- S.pwr/crit +4 Acc +13 (+2 eff.) Apr +13 ----- def ----- Defense +30 (+6 eff.) Spell.save +6 (+2 eff.) Max.HP +40.00 Disarm- +34% Pinning- +44% Knockbk- +43% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 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 Puts all charms on 1 cooldown "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 | protective stralite amulet of magic (+7) =Res Cap 3=0.1 T4 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +7 Mag ----- def ----- Armour +8 Defense +9 (+1 eff.) Res.Cap +3% all Phys.save +17 (+4 eff.) Amulets make your neck look great! |
| In main hand | Arthodorath 4.0 T5 steamgun 1H weapon [Random Unique] Arcane/Nature/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: 10% Overgrowth 5 On Hit: 10% Shoot 1 On Hit: * splashes acid on your target dealing 117 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Res.pen +13% all Acc +23 (+4 eff.) Apr +12 ----- def ----- Resists +5% arcane +9% darkness Die.at -40.00 life HP.reg +1.30 Heal.mod +15% Disarm- +10% Knockbk- +20% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Yarinik 1.0 T5 belt armor [Rare] Arcane While equipped: ----- def ----- Fatigue -16% Resists +15% blight +18% cold +6% acid Crit.chn- 15.52% Spell.save +19 (+6 eff.) Die.at -82.75 life Max.HP +80.00 Blind- +20% Pinning- +21% ---------- misc Max.enc +40 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | protector's living mindstar of storms (113% power, 40 apr, nature damage) 3.0 T5 mindstar 1H weapon [Ego++] Nature/Disrupt Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit: * injects a simple virus dealing 159 blight damage on hit and lowering the victims highest stat While equipped: Stats +4 Str +3 Dex +3 Mag +4 Wil +6 Cun +2 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 13 lightning Dmg.mod +20% lightning Res.pen +12% lightning ----- def ----- Resists +20% lightning +7% all ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic 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. |
| Cloak | cashmere cloak 'Polerekira' (2 def, 6 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Acc +19 (+3 eff.) ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue -7% Resists +30% lightning +6% temporal +3% mind +5% arcane Crit.chn- 15.00% Mind.save +15 (+4 eff.) Max.HP +63.00 Poison- +20% Stun/Frz- +70% ---------- misc Max.stam +14.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 23 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +23 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Crit.chn- 28.00% Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
medical injector implant (efficiency 132% / cooldown 56%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 132% efficiency and cooldown mod of 56%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 169% / cooldown 72%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 169% efficiency and cooldown mod of 72%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 155% / cooldown 55%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 155% efficiency and cooldown mod of 55%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 115% / cooldown 51%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 115% efficiency and cooldown mod of 51%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 15)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 15.4 steam per turn. Can be activated for an instant burst of 77 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 18)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 18.3 steam per turn. Can be activated for an instant burst of 92 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion (speed 755%; cd 17)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 755% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 786%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 786% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 730%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 730% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 5; phase 17; cd 10)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 4; phase 15; cd 11)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 7; phase 25; cd 10)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 53; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 53 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 77; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 77 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 542; dur 3; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 542 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 42; blocks 5; dur 4; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 42 up to 5 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Eramasta the copper amulet =Phasing and More!=0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +6 Cun +4 Con dps ---------- Mind.crit +2% Mov.spd +10% On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -5% HP.reg +2.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.40 Max.psi +20.00 Amulets make your neck look great! |
Glareoozer the copper amulet =3 Con=0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Melee Ret 2 light ----- def ----- Armour +4 Defense +15 (+3 eff.) Resists +11% light +12% darkness Blind- +20% ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
Glimmerransom the voratun amulet0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +5 Str +3 Wil +6 Con dps ---------- Crit.mult +15.00% Mind.pwr +25 (+4 eff.) Melee Ret 4 light ----- def ----- Armour +18 Defense +12 (+2 eff.) Res.Cap +7% all Phys.save +27 (+7 eff.) Amulets make your neck look great! |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
grounding steel amulet of willpower (+3) =Stun 23=0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +11% lightning Stun/Frz- +24% Amulets make your neck look great! |
serendipitous steel amulet of constitution (+9)0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +9 Lck +6 Con dps ---------- Acc +6 (+1 eff.) ----- def ----- Defense +8 (+1 eff.) Unseen.red 12% Amulets make your neck look great! |
starseer's voratun amulet of perfection (0.30 Wild-gift / Harmony,0.30 Steamtech / Psytech gunnery)0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +3 (+0 eff.) Dmg.mod +6% darkness +6% temporal +7% light +6% physical ---------- misc Masteries +0.30 Wild-gift/Harmony +0.30 Steamtech/Psytech gunnery Amulets make your neck look great! |
Blastgrinder the voratun ring0.1 T5 ring jewelry [Rare] Master While equipped: Stats +3 Str +5 Dex +3 Con dps ---------- Phys.crit +7.0% Dmg.mod +12% arcane Res.pen +10% lightning ----- def ----- Defense +15 (+3 eff.) Fatigue -10% Resists +12% lightning ---------- misc Max.enc +37 Stam/turn +3.10 Rings make your fingers look great! |
Flashbait0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Str +4 Dex dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +21% physical Res.pen +10% physical ----- def ----- Resists +9% fire HP.reg +3.00 Stun/Frz- +38% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
Jethack the gold ring0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun +6 Wil dps ---------- Melee+ 16 physical Ranged+ 14 physical Dmg.mod +12% darkness On Hit (Melee): * 10% chance to reduce all saves and defense by 49 On Hit (Ranged): * 16% chance to reduce all saves and defense by 49 ----- def ----- Mind.save +9 (+2 eff.) ---------- misc Equi/ret +0.12 Hate/m.crit +6.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 5.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
Layadheda the Deepsstriker0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Con +2 Mag dps ---------- Dmg.mod +6% darkness ----- def ----- Resists +12% blight +15% temporal +5% arcane Max.HP +24.00 Disarm- +23% Pinning- +30% Knockbk- +31% ---------- misc Light +3 Rings make your fingers look great! |
Searwinter the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% nature Melee Ret 2 fire ----- def ----- Resists +6% lightning +36% nature +12% blight Cut- +20% Confus- +20% Rings make your fingers look great! |
Tidepain0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun +6 Dex dps ---------- Acc +10 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 39% ----- def ----- Resists +3% blight +2% physical +12% cold Phys.save +6 (+1 eff.) Poison- +20% Rings make your fingers look great! |
Ulindil0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +10 Dex +2 Wil +10 Cun +9 Con dps ---------- Phys.pwr +13 (+3 eff.) Mind.pwr +15 (+3 eff.) Dmg.mod +19% acid +18% mind Acc +11 (+2 eff.) ----- def ----- Resists +38% acid Mind.save +9 (+2 eff.) ---------- misc Hate/m.crit +3.00 Max.psi +10.00 Rings make your fingers look great! This item has been sent to the Item's Vault. |
Xigavena the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Mag +6 Wil +7 Cun dps ---------- Crit.mult +10.00% Spell.pwr +23 (+2 eff.) Dmg.mod +3% arcane ----- def ----- Defense +14 (+2 eff.) Resists +28% acid +17% fire +11% lightning +16% cold Spell.save +9 (+3 eff.) ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! |
gold quartz ring0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +8 (+1 eff.) Mind.pwr +7 (+1 eff.) Dmg.mod +6% all ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
gold quartz ring0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Str +4 Cun +6 Con dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 13 physical Ranged+ 8 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 49 On Hit (Ranged): * 13% chance to reduce all saves and defense by 49 ----- def ----- Stun/Frz- +30% ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
marksman's voratun ring of fire (+26%)0.1 T5 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +13% fire Acc +10 (+2 eff.) ----- def ----- Resists +26% fire Rings make your fingers look great! |
voratun pearl ring0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +8 Dex dps ---------- Acc +11 (+2 eff.) ----- def ----- Armour +5 Resists +5% all Rings make your fingers look great! |
voratun pearl ring0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +6 Mag dps ---------- Spell.pwr +11 (+1 eff.) ----- def ----- Armour +5 Resists +5% all Rings make your fingers look great! |
voratun pearl ring0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Con +7 Mag dps ---------- Melee+ 15 light Ranged+ 30 light Dmg.mod +17% light ----- def ----- Armour +5 Resists +5% all Spell.save +17 (+5 eff.) ---------- misc Max.stam +23.00 Rings make your fingers look great! |
voratun pearl ring0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Armour +5 Resists +10% blight +9% nature +5% all Poison- +23% Disease- +29% Rings make your fingers look great! |
voratun ring of life0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +77.00 HP.reg +16.00 Heal.mod +17% Rings make your fingers look great! |
warrior's voratun ring of speed0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +5 Str dps ---------- Mov.spd +16% Acc +11 (+2 eff.) ----- def ----- Armour +10 Defense +11 (+2 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 3.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
voratun battleaxe of shearing (169% power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Master Power 169% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +19% all Acc +23 (+4 eff.) Apr +7 Massive two-handed battleaxes. |
stralite dagger of crippling (129% power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 129% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Sharp, short and deadly. |
voratun greatsword of corruption (176% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Arcane Power 176% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: 20% Curse of Impotence 5 Massive two-handed swords. |
warbringer's voratun greatsword (174% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Master Power 174% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Con dps ---------- Phys.pwr +13 (+3 eff.) Res.pen +17% physical ----- def ----- Disarm- +42% Massive two-handed swords. |
stormbringer's voratun longsword of crippling (153% power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego++] Nature/Master Power 153% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +24 lightning +27 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Mov.spd +50% Res.pen +14% lightning +18% cold Sharp, long, and deadly. |
hateful living mindstar of disruption (115% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Disrupt/Psionic Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Against +9% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +17% mind +14% darkness Res.pen +11% mind +7% darkness ---------- misc Max.hate +7.00 Talents +1 Attune Mindstar 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. |
living mindstar 'Cyretta' (114% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Phasing +20% Melee+ +16 mind On Crit.r2 +16 mind While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) S.pwr/crit +2 Dmg.mod +11% acid +15% physical +15% fire +9% nature +15% cold Res.pen +9% acid +10% physical +10% blight +10% fire +8% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 49 ----- def ----- Resists +10% blight Phys.save +5 (+1 eff.) Spell.save +15 (+5 eff.) Mind.save +7 (+2 eff.) Heal/summ +26 Disease- +25% ---------- misc Equi/ret +2.20 Max.summ +2 Talents +1 Attune Mindstar 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. |
pulsing mindstar 'Kindleoracle' (105% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 106% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +20 light +21 arcane While equipped: dps ---------- Mind.crit +8% Mind.pwr +33 (+6 eff.) Dmg.mod +16% darkness +15% light Res.pen +17% darkness +20% light +20% arcane ----- def ----- Resists +15% darkness +5% arcane Blind- +22% ---------- misc Max.psi +52.68 Talents +1 Attune Mindstar Masteries +0.20 Cursed/Darkness 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. |
Staff of Bones (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Unique] Arcane Power 121% Range: 1.2x Uses 150% Mag Dmg Darkness Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+2 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
elven-wood magestaff 'Sunpanic' (143% power, 5 apr, cold element)5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Arcane Power 144% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Str +6 Mag +4 Wil +2 Cun +2 Con dps ---------- Spell.crit +4% Spell.pwr +17 (+2 eff.) Dmg.mod +9% blight +12% fire +35% cold Res.pen +10% blight ----- def ----- Resists +6% blight ---------- misc Max.P.En +21.07 Max.N.En +21.07 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel steamgun 'Windpunish'4.0 T3 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +800% On Hit: * 20% chance to slow global speed by 78% Uses 2.0 Steam While equipped: Stats +7 Cun +4 Con dps ---------- Phys.spd +10% Res.pen +6% physical ---------- misc Infravis +2 See.Invis +9 Masteries +0.20 Wild-gift/Fungus Regenerate 70 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Bregeregotir (65% power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 [Random Unique] Arcane/Psionic/Steamtech Power 136% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +71 On Hit: * 20% chance to reduce all saves and defense by 49 On Crit: * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Dex +2 Cun dps ---------- Melee Ret 25 lightning 6 mind ----- def ----- Armour +5 Defense +8 (+1 eff.) Fatigue +10% Resists +15% mind +17% lightning ---------- misc Max.hate +8.00 Max.psi +40.00 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Shimmerpulverizer1.0 T5 belt armor [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Spell.pwr +44 (+5 eff.) S.pwr/crit +11 Dmg.mod +12% blight ----- def ----- Resists +32% lightning Mind.save +27 (+7 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
noble's hardened leather belt of valiance1.0 T3 belt armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +6 Wil dps ---------- Against +20% Summoned ----- def ----- D.Red.from +23% Summoned Mind.save +7 (+2 eff.) Max.HP +48.00 A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+2 eff.) Resists +25% nature +13% all Phys.save +15 (+4 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
dreamer's silk robe of Angolwen (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +13 (+2 eff.) S.pwr/crit +5 ----- def ----- Resists +15% darkness +15% mind +13% all Phys.save +18 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +32 (+8 eff.) Silence- +36% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's silk robe of Angolwen (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +5 Wil +5 Cun dps ---------- Spell.crit +9% Spell.pwr +17 (+2 eff.) S.pwr/crit +5 Dmg.mod +20% light +22% darkness ----- def ----- Resists +13% all Silence- +41% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+1 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Bolttrail the voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Dex +13 Con dps ---------- Melee+ 15 blight Dmg.mod +6% blight Res.pen +26% lightning ----- def ----- Armour +3 Fatigue +5% Resists +10% blight +27% lightning Mind.save +6 (+1 eff.) ---------- misc Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Bokykan (12 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature While equipped: Stats +12 Cun dps ---------- Dmg.mod +6% mind Res.pen +26% mind Acc +12 (+2 eff.) On Melee Ret: * 18% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +12 (+2 eff.) Fatigue +5% Resists +13% acid +20% light +17% darkness +11% fire +15% cold +13% lightning Crit.chn- 5.00% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Singehacker the elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +4 Wil +5 Cun +6 Con dps ---------- Mind.pwr +3 (+0 eff.) Dmg.mod +6% blight +3% fire +10% arcane +17% darkness Res.pen +15% fire Melee Ret 6 blight 2 fire ----- def ----- Defense +3 (+0 eff.) Resists +25% darkness +9% fire Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 6.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
catburglar's voratun helm of might (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +7 Dex +4 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +18% darkness ---------- misc Infravis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather cap 'Obsidianarc' (0 def, 5 armour)2.0 T5 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% light +12% mind Res.pen +10% darkness +15% mind +25% light Melee Ret 11 darkness ----- def ----- Armour +5 Fatigue +5% Resists +18% light Phys.save +21 (+5 eff.) A cap made of leather. |
drakeskin leather hat 'Vorabeth' (0 def, 9 armour)2.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +8 Str +4 Mag +7 Wil dps ---------- Spell.crit +4% Dmg.mod +20% blight +15% arcane Res.pen +15% temporal ----- def ----- Armour +9 Fatigue +5% Resists +6% temporal +1% physical Poison- +10% Teleport- +20% ---------- misc Max.stam +30.00 Infravis +4 A hat made of leather. Very stylish. |
hardened leather hat 'Dresta' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature While equipped: Stats +5 Str +7 Wil dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +12% mind Res.pen +10% mind ----- def ----- Armour +3 Fatigue +3% Resists +8% nature +11% physical Phys.save +6 (+1 eff.) Spell.save +5 (+1 eff.) Max.HP +63.00 Heal.mod +13% ---------- misc Stam/ret +1.10 Equi/ret +1.20 A hat made of leather. Very stylish. |
fortifying voratun mail armour of cold resistance (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Master While equipped: Stats +4 Str +7 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +17% cold Max.HP +67.00 A suit of armour made of mail. |
drakeskin leather armour 'Erelorion' (20 def, 8 armour)9.0 T5 light armor Reqs Str 20 [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Cun +7 Wil dps ---------- Res.pen +25% mind Melee Ret 2 mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +9% acid +27% fire +6% nature Mind.save +25 (+6 eff.) Max.HP +70.00 HP.reg +15.00 Heal.mod +19% A suit of armour made of leather. |
impenetrable voratun plate armour of the deep (0 def, 37 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Nature/Master While equipped: ----- def ----- Armour +37 Fatigue +22% Resists +10% acid +8% cold ---------- misc Breathe water A suit of armour made of metal plates. |
reinforced voratun shield of temporal resistance (+16%) (0 def, 19 armour, 273.5 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On Melee Ret: * 25% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +19 Fatigue +8% Resists +16% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
763 alchemist agate0.0 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. |
7 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 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. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Blazeblight' (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +6 Cun +2 Str dps ---------- Dmg.mod +6% nature +3% lightning ----- def ----- Resists +11% nature Die.at -20.00 life Heal.mod +5% ---------- misc See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
5 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Qog's Essentials2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 30 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
alchemist's lamp 'Gilaith'1.0 T3 lite [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 18 * 20% chance to reduce all saves and defense by 49 ----- def ----- Resists +15% light +15% lightning Phys.save +9 (+2 eff.) Blind- +32% Confus- +20% ---------- misc Light +9 See.Stealth +13 See.Invis +16 Track: Puts all charms on 40 cooldown Level 5.9 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 44 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern of the zealot2.0 T1 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +6 (+2 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +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. |
8 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 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. |
amazing fiery salve [power 39] amazing fiery salve [power 39]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 154% efficiency and 55% cooldown modifier. Remove 3 magical effects and grants a fiery aura (39% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 39] amazing frost salve [power 39]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 154% efficiency and 55% cooldown modifier. Remove 3 physical effects and grants a frost aura (39% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing pain suppressor salve [power 491] amazing pain suppressor salve [power 491]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 154% efficiency and 55% cooldown modifier. Let you fight up to -491 life and reduces all damage by 30% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing unstoppable force salve [power 156] amazing unstoppable force salve [power 156]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 154% efficiency and 55% cooldown modifier. Increases all saves by 156 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
amazing water salve [power 39] amazing water salve [power 39]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 154% efficiency and 55% cooldown modifier. Remove 3 mental effects and grants a water aura (39% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 483] great healing salve [power 483]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 154% efficiency and 55% cooldown modifier. Heal 483 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
barbed pouch of voratun shots of corruption (23/23, 177% power, 6 apr)3.0 T5 shot ammo [Ego++] Arcane/Master Power 177% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +16.0% Capacity 23 On Hit: 20% Curse of Impotence 5 On Crit: * Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
elemental pouch of stralite shots of crippling (17/17, 150% power, 5 apr)3.0 T4 shot ammo [Ego++] Arcane/Master Power 150% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 17 On Hit: * Create an explosion dealing 67 cold damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Shots are used with slings to pummel your foes to death. |
dwarven steel crystal plating0.0 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! |
voratun spike attachment0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 50 physical ----- def ----- Armour +20 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
well-made alchemist's helper0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: dps ---------- Dmg.mod +15% acid +15% fire +15% nature +15% blight Tinkers can be attached to normal items to improve them with steam power! |
Emelonn [power 385] (15 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +1 Mag +3 Wil +3 Cun dps ---------- Crit.mult +10.00% ----- def ----- Crit.chn- 10.00% ---------- misc Mana/s.crit +2.00 Light +3 See.Invis +6 Blast the opponent's mind dealing 443 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase the duration of 2 beneficial effects by 2. 100% to heal for 69. Torques are made by powerful psionics to store psionic powers. |
Arotogund [power 65] (20 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +1 Dex +1 Wil dps ---------- Phys.crit +1.0% Crit.mult +10.00% Dmg.mod +12% physical Apr +2 ----- def ----- Armour +4 Harden the skin for 7 turns increasing armour by 65 and armour hardiness by 70% Puts all charms on 20 cooldown 100% to increase all damage penetration by 25% for 2 turns. 100% to gain a 36% chance to evade weapon attacks for 2 turns. 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Blazewrither [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Str +4 Con dps ---------- Dmg.mod +9% fire Acc +10 (+2 eff.) Apr +2 ----- def ----- Phys.save +9 (+2 eff.) Sting an enemy dealing 133 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of thorny skin [power 75] (20 cooldown)2.0 T5 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 75 and armour hardiness by 70% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
extending dragonbone totem of stinging [power 446] (15 cooldown)2.0 T5 totem charm [Ego] Nature Sting an enemy dealing 513 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
2 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Fuzzy Jack the Yeek Psyshot level 38
5th Regrowth 124th year of Ascendancy at 11:52 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Fuzzy Jack the Yeek Psyshot level 38
3rd Regrowth 124th year of Ascendancy at 13:30 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Fuzzy Jack the Yeek Psyshot level 41
43rd Regrowth 124th year of Ascendancy at 11:11 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Fuzzy Jack the Yeek Psyshot level 20
3rd Regrowth 123rd year of Ascendancy at 03:07 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Fuzzy Jack the Yeek Psyshot level 40
10th Regrowth 124th year of Ascendancy at 11:06 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Fuzzy Jack the Yeek Psyshot level 40
10th Regrowth 124th year of Ascendancy at 07:21 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Fuzzy Jack the Yeek Psyshot level 25
40th Regrowth 123rd year of Ascendancy at 06:36 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Fuzzy Jack the Yeek Psyshot level 33
9th Flare 123rd year of Ascendancy at 20:23 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 Fuzzy Jack the Yeek Psyshot level 30
41st Pyre 123rd year of Ascendancy at 00:52 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Fuzzy Jack the Yeek Psyshot level 10
21st Dusk 122nd year of Ascendancy at 17:30 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Fuzzy Jack the Yeek Psyshot level 20
10th Decay 122nd year of Ascendancy at 20:55 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Fuzzy Jack the Yeek Psyshot level 30
40th Pyre 123rd year of Ascendancy at 05:25 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Fuzzy Jack the Yeek Psyshot level 40
10th Regrowth 124th year of Ascendancy at 03:08 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Fuzzy Jack the Yeek Psyshot level 50
5th Dusk 124th year of Ascendancy at 13:53 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Fuzzy Jack the Yeek Psyshot level 26
13rd Pyre 123rd year of Ascendancy at 13:07 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Fuzzy Jack the Yeek Psyshot level 47
63rd Pyre 124th year of Ascendancy at 11:36 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Fuzzy Jack the Yeek Psyshot level 39
9th Regrowth 124th year of Ascendancy at 00:55 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Fuzzy Jack the Yeek Psyshot level 25
40th Regrowth 123rd year of Ascendancy at 07:45 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Fuzzy Jack the Yeek Psyshot level 40
40th Regrowth 124th year of Ascendancy at 02:09 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Fuzzy Jack the Yeek Psyshot level 11
55th Dusk 122nd year of Ascendancy at 02:31 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Fuzzy Jack the Yeek Psyshot level 9
16th Dusk 122nd year of Ascendancy at 07:45 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Fuzzy Jack the Yeek Psyshot level 14
11st Haze 122nd year of Ascendancy at 11:10 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Fuzzy Jack the Yeek Psyshot level 42
3rd Pyre 124th year of Ascendancy at 10:18 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Fuzzy Jack the Yeek Psyshot level 32
8th Mirth 123rd year of Ascendancy at 05:50 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Fuzzy Jack the Yeek Psyshot level 19
10th Decay 122nd year of Ascendancy at 15:18 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Fuzzy Jack the Yeek Psyshot level 37
2nd Regrowth 124th year of Ascendancy at 22:55 see stats
Log
Vor, Grand Geomancer of the Pride is free from the bloodstar.
Vor, Grand Geomancer of the Pride receives 45 healing from Temporal Restoration Field.
Bloodstar from Fuzzy Jack hits Vor, Grand Geomancer of the Pride for (22 absorbed), 0 fire, (38 absorbed), 0 physical (0 total damage).
Thunderstorm hits Fuzzy Jack for (18 flat reduction), 0 lightning (0 total damage).
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for 0 fire damage.
Vor, Grand Geomancer of the Pride casts Inferno.
Fuzzy Jack uses Mind Drones.
Your shield crumbles under the damage!
The psionic shield around Fuzzy Jack crumbles.
Your resonance field crumbles under the damage!
The psychic field around Fuzzy Jack crumbles.
Vor, Grand Geomancer of the Pride's spell attains critical power!
Fuzzy Jack resists the stun!
Vor, Grand Geomancer of the Pride's Fireflash hits Fuzzy Jack for (56 flat reduction), (189 absorbed), (448 resonance), 659 fire, (56 flat reduction), 10 physical, (56 flat reduction), 149 fire (818 total damage).
Vor, Grand Geomancer of the Pride receives 45 healing from Temporal Restoration Field.
Thunderstorm hits Fuzzy Jack for (20 flat reduction), 0 lightning (0 total damage).
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for 0 fire damage.
Vor, Grand Geomancer of the Pride casts Flame.
Vor, Grand Geomancer of the Pride's spell attains critical power!
Fuzzy Jack is on fire!
Fuzzy Jack is not affected anymore by the salve.
Vor, Grand Geomancer of the Pride roars triumphantly.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Fuzzy Jack for (56 flat reduction), 63 fire (63 total damage).
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Fuzzy Jack for (56 flat reduction), 63 fire (63 total damage).
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Fuzzy Jack for (56 flat reduction), 143 fire (143 total damage).
Vor, Grand Geomancer of the Pride hits Fuzzy Jack for (56 flat reduction), 335 fire (335 total damage).
Something hits Iceblock for 208 fire damage.
Fuzzy Jack the level 50 yeek psyshot was roasted to death by Vor, Grand Geomancer of the Pride and used as target practice for initiate mages on level 3 of Vor Pride.
Fuzzy Jack deactivates his cloak's restoration systems.



































































































































































