Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Fortress Font of Sacrifice 1.7.4Adds an option to add the font of sacrifice to the Sher'tul fortress. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Show randart egos 1.7.4Adds a toggle to hide all egos except for the randart ones for easier comparison between similar items. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Archer |
Level / Exp | 50 / 2302% |
Size | big |
Lifes / Deaths | Killed by Belydhera the black mamba at level 21 on the 14th Wealth 122nd year of Ascendancy at 15:19 0 / 8Killed by Isladavea the skeleton warrior at level 35 on the 10th Shortage 122nd year of Ascendancy at 08:38 Killed by Isuldanne the orc berserker at level 50 on the 17th Wealth 123rd year of Ascendancy at 09:37 Killed by Isuldanne the orc berserker at level 50 on the 17th Wealth 123rd year of Ascendancy at 11:11 Killed by Elalranne the runed bone giant at level 50 on the 17th Wealth 123rd year of Ascendancy at 13:03 Killed by Polimilaith the dredgling at level 50 on the 44th Dearth 123rd year of Ascendancy at 17:35 Killed by Polimilaith the dredgling at level 50 on the 44th Dearth 123rd year of Ascendancy at 19:03 Killed by Polimilaith the dredgling at level 50 on the 44th Dearth 123rd year of Ascendancy at 20:04 |
Primary Stats
Strength | 135 (base 63) |
Dexterity | 148 (base 60) |
Constitution | 108 (base 32) |
Magic | 137 (base 56) |
Willpower | 71 (base 10) |
Cunning | 108 (base 9) |
Resources
Life | -211/1692 |
Stamina | 344/434 |
Steam | 100/100 |
Healing Factor | 1.9788745208056 |
Regeneration | 6.4313421926183 |
Speed
Mental | +30% |
Attack | +30% |
Movement | +36% |
Spell | +30% |
Global | +100% |
Vision
Sight | 10 |
Lite | 28 |
Infravision | 8.286335345031 |
See Stealth | 56.254036314199 |
See Invisible | 46.254036314199 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 332 |
Accuracy | 94 |
Crit Chance | 112% |
APR | 54 |
Speed | 0.77 |
Offense: Spell
Spellpower | 75 |
Crit Chance | 68% |
Speed | 0.76923076923077 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 74% |
Speed | 0.76923076923077 |
Offense: Damage Bonus
Blight | +35% |
Arcane | +59% |
Mind | +23% |
All | +17% |
Darkness | +30% |
Light | +54% |
Temporal | +38% |
Fire | +32% |
Physical | +69% |
Offense: Damage Penetration
Physical | +76% |
Darkness | +54% |
Temporal | +69% |
All | +39% |
Defense: Base
Armour (hardiness) | 45 (82.687909656376%) |
Defense | 106 |
Ranged Defense | 106 |
Fatigue | 0 |
Physical Save | 73 |
Spell Save | 62 |
Mental Save | 67 |
Defense: Resistances
Physical | + 34%( 70%) |
Lightning | + 50%( 70%) |
Light | + 47%( 70%) |
Cold | + 34%( 70%) |
Darkness | + 37%( 70%) |
Arcane | + 35%( 70%) |
Fire | + 36%( 70%) |
All | + 22%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 26% |
Blind Resistance | 60% |
Silence Resistance | 50% |
Teleport Resistance | 100% |
Pinning Resistance | 25% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 703 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental and physical effect and reduce all damage taken by 37% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 218 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 190 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (77% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.57 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.00 |
| 4/5 |
| 1/5 |
| 5/5 |
| 4/5 |
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 |
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 |
You failed to protect the injured seer from death by Xerelle the ghoul. Escort: injured seer (level 1 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by ritch flamespitter. Escort: lone alchemist (level 2 of Old Forest) | failed |
You abandoned lost defiler, to death. Escort: lost defiler (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)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 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by snow giant boulder thrower. Escort: lost warrior (level 3 of Old Forest) | failed |
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 failed to protect the repented thief from death by armoured skeleton warrior. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | 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. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 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: 1470. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed multi-hued wyrm scale. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed naga tongue. * You've found the needed black mamba head. | active |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Mayulaith the pair of voratun boots (10 def, 5 armour) Mayulaith the pair of voratun boots (10 def, 5 armour) 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +8 Str +9 Con offense ------ Damage +6% mind +9% physical defense ------ Armor +5 Defense +10 (+1 eff.) Fatigue +4% Physical save +27 (+7 eff.) Healmod +15% Silence Resist +50% Disarm Resist +10% Confus Resist +33% Pinning Resist +25% Stun Resist +32% Knockbk Resist +25% Teleport Resist +100% other ------- Stamina/turn +1.10 Max stamina +34.00 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | quiver of dragonbone arrows 'Nightknight' (19/19, 69-97 power, 18 apr) quiver of dragonbone arrows 'Nightknight' (19/19, 69-97 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Random Unique] Master/Psionic Weapon Damage 69.0 - 96.6 Physical Uses 70% Dex, 50% Mag, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +33 Ignore Armor +18 Critical Rate +26.0% Capacity 19 On-ranged-hit +44 darkness Damage Against +21% Living On-Hit, radius 1 +16 darkness On-crit, radius 2 +16 darkness On Hit: * 20% chance to reduce damage dealt by 26% On Critical: * Wound the target dealing 382 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | dwarven lantern 'Hettarek' dwarven lantern 'Hettarek' 0.0 Encumbrance T5 lite [Random Unique] Arcane/Nature/Master While equipped: Stats +1 Cun +8 Mag offense ------ Spellpower +13 (+3 eff.) Damage +3% blight +12% arcane +20% light Ignore resists +14% all Ignore Armor +12 When Hit 8 blight defense ------ Resistance +5% arcane Physical save +14 (+4 eff.) Healmod +30% other ------- Hate-on-crit +2.00 Max psi +20.00 Light +13 See Stealth +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour) 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +10 Mag +10 Wil +10 Cun +10 Con offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Mind save +15 (+4 eff.) Blind Resist +60% Confus Resist +60% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Tool | Polyba the dwarven-steel pickaxe (dig speed 30 turns) Polyba the dwarven-steel pickaxe (dig speed 30 turns)3.0 Encumbrance T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +13 Str +8 Wil offense ------ Physical Crit +15.0% Mind Crit +16% Critical power +16.00% Physical Power +8 (+1 eff.) Damage +30% arcane Ignore Armor +6 defense ------ Resistance +5% arcane While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Manuduran the steel ring Manuduran the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +1 Str +11 Dex +1 Mag +8 Wil +11 Cun offense ------ Mindpower +5 (+2 eff.) Move Speed +13% Accuracy +12 (+2 eff.) defense ------ Defense +6 (+1 eff.) Blinding Speed: Puts all charms on 34 turn cooldown Effective talent level: 4.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
On fingers | Morningravager Morningravager0.1 Encumbrance T5 ring jewelry [Random Unique] Master While equipped: Stats +1 Str +18 Dex +21 Cun offense ------ Physical Crit +5.0% Spell Crit +9% Mind Crit +5% Critical power +10.00% Move Speed +23% Damage +10% all Accuracy +39 (+7 eff.) defense ------ Defense +15 (+2 eff.) Spell save +6 (+1 eff.) other ------- Light +2 Infravision +3 Blinding Speed: Puts all charms on 34 turn cooldown Effective talent level: 3.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
Around waist | Demonterror the drakeskin leather belt Demonterror the drakeskin leather belt 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: offense ------ Physical Crit +5.0% Critical power +14.00% Physical Power +5 (+1 eff.) Spellpower +11 (+3 eff.) Damage +6% darkness +15% physical Ignore resists +15% darkness +17% physical When Hit 6 darkness defense ------ Fatigue -20% Resistance +9% darkness +3% cold Mind save +7 (+2 eff.) other ------- Encumbrance +50 A belt that goes around your waist. |
In main hand | Glitterusher the dragonbone longbow Glitterusher the dragonbone longbow 4.0 Encumbrance T5 longbow 2H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 100% Range +10 On-Hit, radius 1 +4 lightning On-crit, radius 2 +4 light While equipped: Stats +21 Str +17 Dex +29 Mag +12 Wil +14 Cun +17 Con offense ------ Physical Power +20 (+3 eff.) Damage +21% physical +14% temporal Ignore resists +20% physical +15% temporal defense ------ Resistance +15% light +6% lightning other ------- Reload +8 Light +3 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
On hands | Foghacker the voratun gauntlets (0 def, 16 armour) Foghacker the voratun gauntlets (0 def, 16 armour) 1.5 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +8 Dex +11 Cun +15 Con offense ------ Physical Crit +20.0% Spell Crit +20% Mind Crit +20% Critical power +23.00% Accuracy +9 (+2 eff.) Ignore Armor +11 When Hit 2 mind 2 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 26% defense ------ Armor +16 Hardiness +13% Fatigue +5% Resistance +12% physical Disarm Resist +100% other ------- EQ when Hit +0.04 Max psi +20.00 Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 turn cooldown Effective talent level: 3.9 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Eremivon (30 def, 18 armour) Eremivon (30 def, 18 armour) 9.0 Encumbrance T5 light armor [Random Unique] Master While equipped: Stats +10 Str +20 Dex +10 Mag +10 Wil +20 Cun +10 Con offense ------ Combat Speed +30% Spell Speed +30% Mind Speed +30% Damage +3% blight Ignore resists +15% temporal defense ------ Armor +18 Defense +30 (+5 eff.) Fatigue +8% Resistance +7% arcane +3% physical Life +40.00 Poison Resist +26% Disarm Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A suit of armour made of leather. |
Cloak | cashmere cloak 'Freezepierce' (9 def, 0 armour) cashmere cloak 'Freezepierce' (9 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +5 Dex +2 Mag +3 Wil +7 Con defense ------ Defense +9 (+1 eff.) Resistance +30% lightning +18% fire +17% light +12% cold Stealth +10 Stun Resist +50% other ------- Infravision +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Morningpierce Morningpierce0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Str +7 Mag +2 Wil offense ------ Spell Crit +6% Critical power +19.00% Spellpower +21 (+5 eff.) Damage +7% temporal +7% light +12% blight +15% fire +7% physical +7% darkness defense ------ Crit Resistance 15.00% other ------- Light +2 Infravision +3 Masteries +0.27 Technique/Sniper Amulets make your neck look great! |
Inventory
medical injector implant of the sneak (efficiency 223% / cooldown 55%) medical injector implant of the sneak (efficiency 223% / cooldown 55%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 223% efficiency and cooldown mod of 55%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 17%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 17%; reduction 3; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
wild infusion (res 20%; mental; dur 3; cd 11) wild infusion (res 20%; mental; dur 3; cd 11)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (77% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
8 schematic: Acid Groove 8 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Air Recycler 8 schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Alchemist's Helper 3 schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell 2 schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Armour Reinforcement 5 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Back Support 3 schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: Corrosive Shell 9 schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Plating 2 schematic: Crystal Plating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Deflection Field 6 schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Explosive Shell 6 schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fatal Attractor 3 schematic: Fatal Attractor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Fiery Salve 5 schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fireproof Coating 3 schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flare Shell 3 schematic: Flare Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Flash Powder 4 schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Focus Lens 7 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost Salve 3 schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Fungal Web 7 schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Galvanic Retributor 5 schematic: Galvanic Retributor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Grounding Strap 4 schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon schematic: Hand Cannon0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
11 schematic: Headlamp 11 schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Healing Salve 5 schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell 2 schematic: Hook Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove schematic: Incendiary Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip 2 schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Itching Powder 5 schematic: Itching Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Kinetic Stabiliser 6 schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Lightning Coil 4 schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell 2 schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mana Coil 3 schematic: Mana Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
10 schematic: Mental Stimulator 10 schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Moss Tread 4 schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Poison Groove 6 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Power Distributor 4 schematic: Power Distributor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
10 schematic: Razor Edge 10 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
10 schematic: Rocket Boots 10 schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Rustproof Coating 5 schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector 2 schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Saw Shell 4 schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Second Skin 3 schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Shocking Edge 5 schematic: Shocking Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Shocking Touch 4 schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Silver Filigree 5 schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Solid Shell 2 schematic: Solid Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Spike Attachment 6 schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
11 schematic: Spring Grapple 11 schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
10 schematic: Steamgun 10 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
10 schematic: Steamsaw 10 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
11 schematic: Thunderclap Coating 11 schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Toxic Cannister Launcher 3 schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Toxic Shell 3 schematic: Toxic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Unstoppable Force Salve 5 schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Viral Injector 4 schematic: Viral Injector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Needlegun 2 schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Sentry 2 schematic: Voltaic Sentry0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Water Salve 4 schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Waterproof Coating 6 schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill Edge 2 schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Feathersteel Amulet Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+2 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Pendant of the Sun and Moons Pendant of the Sun and Moons0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +8 (+2 eff.) Damage +8% light +8% darkness Ignore resists +15% light +15% darkness defense ------ Resistance +10% light +10% darkness Max Resistance +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Effective talent level: 3.0 Power cost 26 out of 60/60. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 31 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Sepsisveil Sepsisveil0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Str +8 Dex +5 Wil +10 Cun +10 Con offense ------ Spell Crit +1% Mindpower +15 (+5 eff.) Move Speed +10% Damage +6% blight +6% temporal +3% nature Ignore resists +15% blight +10% temporal +15% nature +10% arcane defense ------ Fatigue -10% Mind save +12 (+3 eff.) Life Regen +5.00 Confus Resist +23% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +1.50 Amulets make your neck look great! |
Wheel of Fate Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
elemental voratun greatsword of massacre (82-131 power, 4 apr) elemental voratun greatsword of massacre (82-131 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Arcane/Master Weapon Damage 82.0 - 131.2 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 120 cold damage (1/turn) While equipped: offense ------ Damage +27% cold Ignore resists +9% cold Massive two-handed swords. |
enhanced voratun greatsword of massacre (74-118 power, 4 apr) enhanced voratun greatsword of massacre (74-118 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Nature/Master Weapon Damage 73.5 - 117.6 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Str +13 Dex +12 Mag +13 Wil +6 Cun +10 Con Massive two-handed swords. |
Frostward the elven-wood longbow Frostward the elven-wood longbow4.0 Encumbrance T4 longbow 2H weapon [Random Unique] Arcane/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-ranged-hit +21 acid On-Hit, radius 1 +16 blight On Hit: 10% Shoot level 1 While equipped: Stats +3 Cun offense ------ Mind Crit +3% Damage +30% acid Ignore resists +15% cold +18% all Accuracy +32 (+6 eff.) Ignore Armor +20 defense ------ Resistance +9% blight +9% cold Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Mucusswift' dragonbone longbow 'Mucusswift'4.0 Encumbrance T5 longbow 2H weapon [Random Unique] Nature/Disrupt Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +12 nature On-crit, radius 2 +68 lightning +68 cold While equipped: Stats +3 Dex +15 Wil +11 Cun +2 Con offense ------ Mindpower +23 (+8 eff.) Move Speed +46% Ignore resists +38% lightning +38% cold On-Hit (Ranged): * 30 arcane resource burn defense ------ Resistance +26% acid +26% lightning +21% cold +24% fire +15% all Spell save +23 (+5 eff.) other ------- Infravision +3 See Invisibility +12 Masteries +0.30 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
enhanced ash longbow of true flight enhanced ash longbow of true flight4.0 Encumbrance T2 longbow 2H weapon [Ego++] Nature/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats +6 Str +9 Dex +8 Mag +11 Wil +8 Cun +9 Con offense ------ Physical Crit +11.0% Accuracy +12 (+2 eff.) Longbows are used to shoot arrows at your foes. |
Adamira the Glacierzephyr (12-18 power, 3 apr) Adamira the Glacierzephyr (12-18 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +11 temporal While equipped: Stats +3 Mag offense ------ Spell Crit +3% Critical power +20.00% Damage +24% cold Ignore resists +25% cold Ignore Shields +30% defense ------ Resistance +11% temporal other ------- Max mana +60.00 Max vim +50.00 Blunt and deadly. |
caustic drakeskin leather sling of cunning (+5) caustic drakeskin leather sling of cunning (+5)4.0 Encumbrance T5 sling 1H weapon [Ego+] Nature/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-crit, radius 2 +35 acid +33 nature While equipped: Stats +5 Cun offense ------ Ignore resists +25% acid +7% physical +7% nature Ignore Armor +5 Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element) Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+11 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 170 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
yew magestaff 'Duathelbender' (20-24 power, 4 apr, fire element) yew magestaff 'Duathelbender' (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+2 eff.) Damage +44% fire +9% darkness +15% mind Ignore resists +15% darkness +20% lightning defense ------ Resistance +15% lightning +12% darkness other ------- Mana/turn +0.28 Max mana +68.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Arthudan the steel steamgun Arthudan the steel steamgun4.0 Encumbrance T2 steamgun 1H weapon [Rare] Nature/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +4 Con offense ------ Mind Crit +5% Mindpower +15 (+5 eff.) defense ------ Resistance +18% blight +18% fire Crit Resistance 15.00% other ------- Max hate +8.00 Max psi +40.00 Masteries +0.20 Wild-gift/Fungus Regenerate 140 life over 5 turns Puts all charms on 17 turn cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's voratun steamgun of recursion strafer's voratun steamgun of recursion4.0 Encumbrance T5 steamgun 1H weapon [Ego+] Arcane/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On Hit: 10% Shoot level 1 Uses 2.0 Steam While equipped: offense ------ Accuracy +11 (+2 eff.) other ------- Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Yvukira (50-75 power, 0 apr) Yvukira (50-75 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Weapon Damage 50.0 - 75.0 Phys.bleed Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +99 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: Stats +1 Dex +1 Mag offense ------ Physical Crit +8.0% Damage +9% arcane On-Hit (Melee): * 20% chance to reduce armor by 43% defense ------ Armor +6 Defense +10 (+1 eff.) Fatigue +12% Resistance +12% acid +9% fire +9% lightning +12% cold Crit Resistance 10.00% other ------- Talents +3 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! |
hateful stralite steamsaw of shearing (32-49 power, 0 apr) hateful stralite steamsaw of shearing (32-49 power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon [Ego+] Master/Psionic/Steamtech Weapon Damage 32.5 - 48.8 Phys.bleed Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +68 On-hit +13 darkness Damage Against +6% Living Uses 1.0 Steam While equipped: offense ------ Ignore resists +9% all Accuracy +13 (+2 eff.) Ignore Armor +6 defense ------ Armor +5 Defense +8 (+1 eff.) Fatigue +10% other ------- 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! |
living voratun steamsaw of ruin (40-59 power, 0 apr) living voratun steamsaw of ruin (40-59 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Weapon Damage 39.5 - 59.2 Phys.bleed Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +102 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Physical Crit +6.0% Critical power +30.00% Ignore Armor +12 defense ------ Armor +6 Defense +10 (+1 eff.) Fatigue +12% Resistance +15% nature +18% blight Life +68.00 other ------- Talents +3 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! |
scouring voratun steamsaw (40-61 power, 0 apr) scouring voratun steamsaw (40-61 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Ego+] Disrupt/Steamtech Weapon Damage 40.5 - 60.8 Phys.bleed Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +100 Uses 1.0 Steam While equipped: Stats +6 Con offense ------ On-Hit 23 acid 21 nature On-Hit (Melee): * 8 arcane resource burn When Hit: * 9 arcane resource burn defense ------ Armor +6 Defense +10 (+1 eff.) Fatigue +12% Resistance +17% acid +10% nature other ------- Talents +3 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! |
voratun steamsaw of crushing (40-59 power, 0 apr) voratun steamsaw of crushing (40-59 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Ego+] Master/Steamtech Weapon Damage 39.5 - 59.2 Phys.bleed Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +96 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Physical Crit +11.0% Physical Power +9 (+1 eff.) defense ------ Armor +6 Defense +10 (+1 eff.) Fatigue +12% other ------- Talents +3 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! |
deep-steel trident of rage (26-42 power, 10 apr) deep-steel trident of rage (26-42 power, 10 apr)3.0 Encumbrance T3 trident 2H weapon [Ego+] Master Weapon Damage 26.0 - 41.6 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +6 Str offense ------ Damage +9% physical Accuracy +23 (+4 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
thought-forged voratun waraxe of erosion (40-57 power, 6 apr) thought-forged voratun waraxe of erosion (40-57 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego] Nature/Psionic Weapon Damage 40.5 - 56.7 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +13 nature +10 mind On Hit: * 11% chance to reduce all saves and defense by 32 While equipped: Stats +5 Cun +4 Wil One-handed war axes. |
truestriking stralite waraxe (30-43 power, 5 apr) truestriking stralite waraxe (30-43 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Master Weapon Damage 30.5 - 42.7 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: offense ------ Ignore resists +9% physical Accuracy +9 (+2 eff.) Ignore Armor +8 One-handed war axes. |
murderer's kruk cloak of the Shaloren (0 def, 0 armour) murderer's kruk cloak of the Shaloren (0 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] Arcane/Master While equipped: Stats +2 Dex +1 Mag +2 Wil +2 Cun offense ------ Accuracy +4 (+1 eff.) Ignore Armor +4 A stylish kruk-style cloak, to look awesome. |
Puskill the elven-silk robe (10 def, 4 armour) Puskill the elven-silk robe (10 def, 4 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats +5 Dex +4 Mag +6 Wil +2 Con offense ------ Spell Crit +15% Spellpower +70 (+15 eff.) Spellpower/crit +7 Damage +3% temporal +6% nature +20% all When Hit 4 nature On-Hit (Melee): * 20% chance to slow global speed by 59% defense ------ Armor +4 Defense +10 (+1 eff.) Resistance +15% all Silence Resist +50% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana/turn +0.40 Max mana +100.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+4 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+1 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+5 eff.) Mind save +15 (+4 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
psion's silk robe (0 def, 0 armour) psion's silk robe (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +7 (+2 eff.) Damage +13% mind Ignore resists +11% mind defense ------ Resistance +13% all other ------- Psi/turn +0.49 Max psi +25.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of fire (+22%) (0 def, 0 armour) verdant silk robe of fire (+22%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Nature While equipped: Stats +6 Con offense ------ Damage +15% nature +15% fire defense ------ Resistance +13% all +22% fire Poison Resist +27% Disease Resist +39% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+2 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+0 eff.) Fatigue +8% Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 28 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+1 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+1 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
insulating pair of voratun boots of massiveness (0 def, 5 armour) insulating pair of voratun boots of massiveness (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Master While equipped: Stats +8 Str +6 Con offense ------ Damage +7% physical defense ------ Armor +5 Fatigue +4% Resistance +9% fire +13% cold other ------- Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of drakeskin leather boots of tirelessness (0 def, 11 armour) miner's pair of drakeskin leather boots of tirelessness (0 def, 11 armour)2.0 Encumbrance T5 feet armor [Ego] Master While equipped: defense ------ Armor +11 other ------- Stamina/turn +1.10 Max stamina +30.00 Infravision +2 A pair of boots made of leather. |
brawler's voratun gauntlets of strength (+8) (0 def, 3 armour) brawler's voratun gauntlets of strength (+8) (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +8 Str +3 Dex +4 Cun offense ------ Physical Power +16 (+3 eff.) defense ------ Armor +3 Fatigue +5% Physical save +11 (+3 eff.) other ------- Cooldown Double Strike -1 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. |
heroic voratun gauntlets (0 def, 7 armour) heroic voratun gauntlets (0 def, 7 armour)1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: defense ------ Armor +7 Fatigue +5% Mind save +10 (+2 eff.) Life +48.00 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. |
heroic voratun gauntlets (0 def, 6 armour) heroic voratun gauntlets (0 def, 6 armour)1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: defense ------ Armor +6 Fatigue +5% Mind save +9 (+2 eff.) Life +61.00 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. |
temporal voratun gauntlets of dexterity (+4) (0 def, 3 armour) temporal voratun gauntlets of dexterity (+4) (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego] Arcane/Master While equipped: Stats +4 Dex offense ------ On-Hit 13 temporal On-Ranged-Hit 10 temporal Damage +10% temporal Accuracy +18 (+3 eff.) defense ------ Armor +3 Fatigue +5% Resistance +5% temporal 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. |
X-Ray Goggles (10 def, 0 armour) X-Ray Goggles (10 def, 0 armour)2.0 Encumbrance T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun offense ------ Accuracy +20 (+4 eff.) defense ------ Defense +10 (+1 eff.) Blind Resist +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 26 power out of 30/30 How do these even work? |
bladed voratun helm of strength (+13) (0 def, 5 armour) bladed voratun helm of strength (+13) (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +13 Str defense ------ Armor +5 Fatigue +5% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1331.6 Physical damage. If the attack hits, the target is confused (47% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
enlightening voratun mail armour (5 def, 10 armour) enlightening voratun mail armour (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Ego+] Psionic While equipped: Stats +3 Cun +6 Wil defense ------ Armor +10 Defense +5 (+0 eff.) Fatigue +12% Mind save +18 (+4 eff.) A suit of armour made of mail. |
Manatir the drakeskin leather armour (29 def, 8 armour) Manatir the drakeskin leather armour (29 def, 8 armour)9.0 Encumbrance T5 light armor [Random Unique] Nature/Master While equipped: Stats +6 Str +8 Dex +2 Mag +0 Wil +2 Cun +0 Con offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% defense ------ Armor +8 Defense +29 (+4 eff.) Fatigue +8% Resistance +12% darkness +5% arcane Physical save +14 (+4 eff.) Life Regen +6.10 other ------- Stamina/turn +2.10 A suit of armour made of leather. |
marauder's reinforced leather armour of the deep (18 def, 11 armour) marauder's reinforced leather armour of the deep (18 def, 11 armour)9.0 Encumbrance T4 light armor [Ego++] Nature/Master While equipped: Stats +8 Str +5 Dex defense ------ Armor +11 Defense +18 (+3 eff.) Fatigue +8% Resistance +9% acid +10% cold Physical save +10 (+3 eff.) other ------- Breathe water A suit of armour made of leather. |
nimble hardened leather armour of the deep (19 def, 9 armour) =wata= nimble hardened leather armour of the deep (19 def, 9 armour) =wata=9.0 Encumbrance T3 light armor [Ego++] Nature/Master While equipped: Stats +0 Str +4 Dex +0 Mag +0 Wil +0 Cun +0 Con offense ------ Move Speed +20% defense ------ Armor +9 Defense +19 (+3 eff.) Fatigue +8% Resistance +7% acid +7% cold other ------- Breathe water A suit of armour made of leather. |
prismatic reinforced leather armour of spell shielding (12 def, 7 armour) prismatic reinforced leather armour of spell shielding (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego] Arcane While equipped: defense ------ Armor +7 Defense +12 (+2 eff.) Fatigue +8% Resistance +8% arcane +16% light +12% darkness Spell save +15 (+3 eff.) A suit of armour made of leather. |
searing drakeskin leather armour (20 def, 8 armour) searing drakeskin leather armour (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego+] Arcane While equipped: offense ------ On-Hit 14 acid 9 fire When Hit 14 acid 11 fire defense ------ Armor +8 Defense +20 (+3 eff.) Fatigue +8% Resistance +20% acid +18% fire A suit of armour made of leather. |
windwalling voratun shield of reflection (0 def, 10 armour, 202 block) windwalling voratun shield of reflection (0 def, 10 armour, 202 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Ego+] Arcane/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil defense ------ Armor +10 Fatigue +8% Resistance +15% physical +15% light +12% darkness Windwall +17 Slow Projectiles +29% other ------- Talents +1 Block Handheld deflection devices. |
wrathful voratun shield of the stars (0 def, 10 armour, 202 block) wrathful voratun shield of the stars (0 def, 10 armour, 202 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +9 Cun +5 Mag offense ------ Damage +15% light +15% darkness On shield block: * Deals 181 light and fire damage to each enemy blocked defense ------ Armor +10 Fatigue +8% Resistance +9% fire +25% light +15% darkness other ------- Talents +1 Block Handheld deflection devices. |
Zaradir (47/47, 73-102 power, 36 apr) Zaradir (47/47, 73-102 power, 36 apr)3.0 Encumbrance T5 arrow ammo [Random Unique] Master/Psionic Weapon Damage 73.0 - 102.2 Physical Uses 50% Str, 50% Mag, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +36 Critical Rate +30.0% Capacity 47 Projectile Speed +463% On-ranged-hit +60 physical On-crit, radius 2 +8 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 207 physical damage While equipped: other ------- Reload +13 Arrows are used with bows to pierce your foes to death. |
sentry's quiver of elven-wood arrows (46/46, 51-71 power, 23 apr) sentry's quiver of elven-wood arrows (46/46, 51-71 power, 23 apr)3.0 Encumbrance T4 arrow ammo [Ego+] Arcane Weapon Damage 51.0 - 71.4 Physical Uses 70% Dex, 50% Mag, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +23 Critical Rate +2.5% Capacity 46 Auto Reload 1 Arrows are used with bows to pierce your foes to death. |
47 alchemist agate 47 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Damage +0% physical Ignore resists +10% physical defense ------ Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Life +50.00 other ------- Masteries +0.00(-) Race/Dwarf While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 4.0 Power cost 26 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 112.54 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Rungof's Fang Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
spinel spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 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. |
Wintertide Phial Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Blood-Runed Athame Blood-Runed Athame1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 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)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
3 bloodstone 3 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
arcing pouch of dwarven-steel shots of annihilation (22/22, 42-50 power, 8 apr) arcing pouch of dwarven-steel shots of annihilation (22/22, 42-50 power, 8 apr)3.0 Encumbrance T3 shot ammo [Ego+] Arcane/Master Weapon Damage 41.5 - 49.8 Physical Uses 70% Dex, 50% Mag, 50% Cun Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +10.0% Capacity 22 Projectile Speed +200% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 120 damage Shots are used with slings to pummel your foes to death. |
pouch of voratun shots of crippling (20/22, 51-61 power, 6 apr) pouch of voratun shots of crippling (20/22, 51-61 power, 6 apr)3.0 Encumbrance T5 shot ammo [Ego+] Master Weapon Damage 51.0 - 61.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +13.0% Capacity 22 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond Resonating Diamond0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
diamond diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+1 eff.) Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Usdein the Dwarf Archer level 37
17th Shortage 122nd year of Ascendancy at 09:46 see stats
By Usdein the Dwarf Archer level 37
15th Shortage 122nd year of Ascendancy at 19:15 see stats
By Usdein the Dwarf Archer level 43
14th Gold 123rd year of Ascendancy at 03:01 see stats
By Usdein the Dwarf Archer level 41
8th Gold 123rd year of Ascendancy at 19:27 see stats
By Usdein the Dwarf Archer level 42
10th Gold 123rd year of Ascendancy at 11:02 see stats
By Usdein the Dwarf Archer level 37
15th Shortage 122nd year of Ascendancy at 20:28 see stats
By Usdein the Dwarf Archer level 25
29th Wealth 122nd year of Ascendancy at 16:47 see stats
By Usdein the Dwarf Archer level 50
18th Wealth 123rd year of Ascendancy at 05:39 see stats
By Usdein the Dwarf Archer level 23
17th Wealth 122nd year of Ascendancy at 02:10 see stats
By Usdein the Dwarf Archer level 38
29th Shortage 122nd year of Ascendancy at 22:53 see stats
By Usdein the Dwarf Archer level 21
13rd Wealth 122nd year of Ascendancy at 20:48 see stats
By Usdein the Dwarf Archer level 50
15th Wealth 123rd year of Ascendancy at 11:27 see stats
By Usdein the Dwarf Archer level 39
34th Steel 123rd year of Ascendancy at 10:37 see stats
By Usdein the Dwarf Archer level 10
30th Voratun 122nd year of Ascendancy at 19:01 see stats
By Usdein the Dwarf Archer level 20
42nd Profit 122nd year of Ascendancy at 12:33 see stats
By Usdein the Dwarf Archer level 30
42nd Dearth 122nd year of Ascendancy at 08:20 see stats
By Usdein the Dwarf Archer level 40
40th Steel 123rd year of Ascendancy at 15:24 see stats
By Usdein the Dwarf Archer level 50
31st Voratun 123rd year of Ascendancy at 02:42 see stats
By Usdein the Dwarf Archer level 50
35th Profit 123rd year of Ascendancy at 22:39 see stats
By Usdein the Dwarf Archer level 39
3rd Steel 123rd year of Ascendancy at 23:33 see stats
By Usdein the Dwarf Archer level 50
19th Profit 123rd year of Ascendancy at 10:57 see stats
By Usdein the Dwarf Archer level 29
41st Dearth 122nd year of Ascendancy at 18:49 see stats
By Usdein the Dwarf Archer level 41
8th Gold 123rd year of Ascendancy at 05:03 see stats
By Usdein the Dwarf Archer level 30
21st Loss 122nd year of Ascendancy at 10:26 see stats
By Usdein the Dwarf Archer level 43
10th Gold 123rd year of Ascendancy at 12:33 see stats
By Usdein the Dwarf Archer level 6
18th Voratun 122nd year of Ascendancy at 22:11 see stats
By Usdein the Dwarf Archer level 50
18th Wealth 123rd year of Ascendancy at 05:38 see stats
By Usdein the Dwarf Archer level 26
29th Dearth 122nd year of Ascendancy at 22:55 see stats
By Usdein the Dwarf Archer level 6
27th Voratun 122nd year of Ascendancy at 08:35 see stats
By Usdein the Dwarf Archer level 50
35th Profit 123rd year of Ascendancy at 15:24 see stats
By Usdein the Dwarf Archer level 50
18th Wealth 123rd year of Ascendancy at 05:39 see stats
By Usdein the Dwarf Archer level 49
30th Voratun 123rd year of Ascendancy at 01:28 see stats
By Usdein the Dwarf Archer level 15
15th Profit 122nd year of Ascendancy at 21:36 see stats
By Usdein the Dwarf Archer level 39
17th Steel 123rd year of Ascendancy at 12:38 see stats
By Usdein the Dwarf Archer level 45
18th Stralite 123rd year of Ascendancy at 10:06 see stats
By Usdein the Dwarf Archer level 29
40th Dearth 122nd year of Ascendancy at 23:43 see stats
By Usdein the Dwarf Archer level 18
30th Profit 122nd year of Ascendancy at 04:34 see stats
By Usdein the Dwarf Archer level 36
13rd Shortage 122nd year of Ascendancy at 15:25 see stats
Log
Melee retaliation hits Polimilaith the dredgling for (2 to psi shield), (3 flat reduction), 0 darkness, (2 to psi shield), (3 flat reduction), 0 blight, (0 to psi shield), (0 flat reduction), 0 mind (0 total damage).
Polimilaith the dredgling receives 107 healing from Unnatural Body.
Polimilaith the dredgling's Beyond the Flesh hits Usdein for 207 physical, 9 fire, 30 physical, 28 lightning (274 total damage).
Polimilaith the dredgling receives 243 healing.
Polimilaith the dredgling rushes out!
Polimilaith the dredgling performs a melee critical strike against Usdein!
Greater Weapon Focus from Polimilaith the dredgling performs a melee critical strike against Usdein!
Usdein is recovering from the damage!
Usdein's Rune: Shatter Afflictions is disrupted by his wounds!
Melee retaliation hits Polimilaith the dredgling for (2 to psi shield), (3 flat reduction), 0 darkness, (2 to psi shield), (2 flat reduction), 0 blight, (0 to psi shield), (0 flat reduction), 0 mind, (2 to psi shield), (3 flat reduction), 0 darkness, (1 to psi shield), (2 flat reduction), 0 blight, (0 to psi shield), (0 flat reduction), 0 mind (0 total damage).
Greater Weapon Focus from Polimilaith the dredgling hits Usdein for 103 physical, 33 physical, 31 lightning (167 total damage).
Polimilaith the dredgling hits Usdein for 74 physical, 31 physical, 30 lightning (135 total damage).
Polimilaith the dredgling's fire area effect hits Usdein for 74 fire damage.
Polimilaith the dredgling's fire area effect hits Polimilaith the dredgling for (37 flat reduction), 9 fire (9 total damage).
Osmosis Shield hits Polimilaith the dredgling for (9 turned into osmosis) damage.
Deadly Poison from Polimilaith the dredgling hits Usdein for 102 nature damage.
Bleeding from Polimilaith the dredgling hits Usdein for 88 physical damage.
Polimilaith the dredgling's Beyond the Flesh performs a melee critical strike against Usdein!
Shadowblade activates Stealth.
Storm drake hatchling misses Usdein.
Melee retaliation hits Polimilaith the dredgling for (2 to psi shield), (2 flat reduction), 0 darkness, (1 to psi shield), (2 flat reduction), 0 blight, (0 to psi shield), (0 flat reduction), 0 mind (0 total damage).
Polimilaith the dredgling's Beyond the Flesh hits Usdein for 331 physical, 10 fire, 35 physical, 33 lightning (409 total damage).
Saving done.
Polimilaith the dredgling casts Dust to Dust.
Usdein is no longer being stalked by Polimilaith the dredgling.
Poison bursts out of Usdein's corpse!
Polimilaith the dredgling hits Usdein for 207 temporal, 171 physical (378 total damage).
Usdein the level 50 dwarf archer was skewered to death by Polimilaith the dredgling on level 1 of Ruined Dungeon.
Polimilaith the dredgling prepares for the next kill!