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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. |
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 50 / 13404% |
| Size | medium |
| Lifes / Deaths | Killed by sun-mage at level 13 on the 26th Revenge 124th year of Ascendancy at 06:28 0 / 9Killed by Isluriawyn the sun paladin at level 35 on the 51st Dearth 124th year of Ascendancy at 01:16 Killed by Zeregas's Inner Demon at level 39 on the 5th Destruction 124th year of Ascendancy at 03:50 Killed by Zeregas's temporal clone at level 50 on the 6th Retaking 125th year of Ascendancy at 12:26 Killed by Xereyalle the faeros at level 50 on the 8th Pain 125th year of Ascendancy at 21:46 Killed by armoured skeleton warrior at level 50 on the 18th Pain 125th year of Ascendancy at 22:11 Killed by Silulessra the white wolf at level 50 on the 7th Dearth 125th year of Ascendancy at 11:21 Killed by Xerutira the spire dragon at level 50 on the 13rd Dearth 125th year of Ascendancy at 17:19 Killed by Kryl-Feijan at level 50 on the 19th Dearth 125th year of Ascendancy at 10:29 |
Primary Stats
| Strength | 58 (base 35) |
| Dexterity | 104 (base 60) |
| Constitution | 71 (base 60) |
| Magic | 17 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 93 (base 60) |
Resources
| Life | -534/1387 |
| Psi | 104/104 |
| Steam | 98/127 |
| Healing Factor | 1.881801953332 |
| Regeneration | 32.461083694977 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 14 |
| Lite | 11 |
| Infravision | 12 |
| See Stealth | 25 |
| See Invisible | 40 |
Offense: Mainhand
| Damage | 104 |
| Accuracy | 79 |
| Crit Chance | 93% |
| APR | 27 |
| Speed | 1.50 |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 70 |
| Crit Chance | 65% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +16% |
| Lightning | +11% |
| Light | +11% |
| Acid | +28% |
| Blight | +22% |
| Arcane | +32% |
| Fire | +32% |
| All | +8% |
Offense: Damage Penetration
| Physical | +22% |
| Fire | +22% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 82 (58.594633868923%) |
| Defense | 81 |
| Ranged Defense | 81 |
| Fatigue | 0 |
| Physical Save | 76 |
| Spell Save | 24 |
| Mental Save | 36 |
Defense: Resistances
| Nature | + 57%( 70%) |
| Lightning | + 46%( 70%) |
| Light | + 52%( 70%) |
| Acid | + 52%( 70%) |
| Blight | + 36%( 70%) |
| Arcane | + 25%( 70%) |
| Fire | + 60%( 70%) |
| All | + 20%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 50% |
| Teleport Resistance | 100% |
| Blind Resistance | 100% |
| Disarm Resistance | 97% |
| Bleed Resistance | 30% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 66% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 613% 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. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 234% efficiency and cooldown mod of 72%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.4 steam per turn. Can be activated for an instant burst of 97 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 158% efficiency and cooldown mod of 55%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 530% 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. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Steamtech / Bullets mastery | 1.70 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.80 |
| 4/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Steamtech / Chemistry | 1.40 |
| 5/5 |
| 4/5 |
| 2/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
Proceed directly to the next Infinite Dungeon level in less than 272 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 100): Rush Hour (272)Turns left: 83 You completed the challenge and received: Random Artifact: Duathelsear (100% power, 2 apr, darkness element) | done |
Proceed directly to the next Infinite Dungeon level in less than 425 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 104): Rush Hour (425)Turns left: 108 You completed the challenge and received: Random Artifact: Searhunt (124% power, 21 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 134 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 105): Rush Hour (134)Turns left: 85 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 108): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 110): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Wake up and kill the dreaming horror boss 'Gerimira the dreaming horror'. Infinite Dungeon Challenge (Level 111): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 112): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 113): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 76): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 78): ExterminatorYou completed the challenge and received: Random Artifact: Bolbum's Big Knocker (176% power, 10 apr, physical element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 80): ExterminatorYou completed the challenge and received: Random Artifact: Shinerain (146% power, 9 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 47 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 83): Rush Hour (47)Turns left: 19 You completed the challenge and received: +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 86): Mirror Match | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 87): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 260 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 88): Rush Hour (260)Turns left: 178 You completed the challenge and received: Random Artifact: Emblem of Evasion | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 93): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 94): ExterminatorYou completed the challenge and received: Random Artifact: Fists of the Desert Scorpion (8 def, 4 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 272 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 96): Rush Hour (272)Turns left: 164 You completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 97): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Brandumbra | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 98): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 356 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 99): Rush Hour (356)Turns left: 161 You completed the challenge and received: Random Artifact: Corpsebow | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Steam Powered Boots (8 def, 15 armour) 3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats Str +8, Dex +10 offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+2 eff.) Fatigue +8% Physical save +15 (+4 eff.) Pinning Resist +75% Knockbk Resist +25% Teleport Resist +100% Generate 3 steam each time you walk. Boots. But with steam power! |
| Quiver | barbed pouch of voratun shots of crippling (23/23, 177% power, 6 apr) 3.0 Encumbrance T5 shot ammo [Ego++] Master Weapon Damage 177% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +30.0% Capacity 23 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | dwarven lantern 'Bokakor'1.0 Encumbrance T5 lite [Rare] Psionic While equipped: offense ------ Mind Crit +10% On-Hit (Melee): * 30% chance to reduce armor by 39% defense ------ Armor +10 Defense +50 (+10 eff.) Resistance +18% nature Crit Resistance 22.55% Physical save +20 (+5 eff.) Spell save +19 (+10 eff.) Mind save +16 (+7 eff.) Healmod +30% Blind Resist +30% Disease Resist +30% Cut Resist +30% Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Brass Goggles (10 def, 0 armour) 2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats Cun +20 offense ------ Steam Crit +5% Steampower +5 (+1 eff.) Accuracy +20 (+4 eff.) Ignore Armor +15 defense ------ Defense +10 (+2 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +12 Sight +4 See Stealth +25 See Invisibility +25 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry Blind-Fight: No penalty when attacking invisible/stealthed No self respecting craftsman would be caught without them! This object's appearance was changed to Brass Goggles. |
| Tool | Bregyrim the dragonbone totem of summon tentacle [power 460] (25 cooldown)2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: Stats Str +2, Mag +2, Wil +3 offense ------ Critical power +20.00% Accuracy +15 (+3 eff.) Ignore Armor +4 defense ------ Unlife -118.66 life Summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1320 Base Damage: 560 Armor: 49 All Resist: 50 Puts all charms on 25 turn cooldown 100% to increase the duration of 3 beneficial effects by 2. 100% to increase all damage by 27% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Glory of the Pride0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+10 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| On fingers | Neromirida the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats Dex +3, Con +7 offense ------ Damage +20% acid When Hit 4 temporal defense ------ Resistance +40% acid Crit Resistance 10.00% Life +50.00 Life Regen +9.00 Disarm Resist +47% Pinning Resist +50% Stun Resist +50% Knockbk Resist +41% other ------- See Invisibility +15 Rings make your fingers look great! |
| Around waist | Guyalaith the Starstrike 1.0 Encumbrance T5 belt armor [Random Unique] Master While equipped: Stats Cun +12, Dex +12 offense ------ Physical Crit +29.0% Mind Crit +30% Damage +3% light, +3% lightning When Hit 2 light defense ------ Armor +15 Defense +15 (+3 eff.) Resistance +3% lightning, +9% nature +15% light Physical save +25 (+6 eff.) other ------- Light +2 A belt that goes around your waist. |
| In main hand | The Long-Arm 4.0 Encumbrance T5 steamgun 2H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +25 Attack Speed 67% Damage Multiplier 250% Range +10 Projectile Speed +600% On Hit: * splashes acid on your target dealing 105 damage and reducing their armor Shoots beams through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 20 power out of 16/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats Str +6, Dex +6 offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% other ------- Talents +5 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Main armor | Life Support Suit (12 def, 20 armour) 9.0 Encumbrance T5 light armor [Unique] Steamtech While equipped: Stats Str +0, Dex +0, Mag +0, Wil +0 Cun +0, Con +0 defense ------ Armor +20 Defense +12 (+3 eff.) Fatigue +9% Resistance +5% all Crit Resistance 35.00% Physical save +25 (+6 eff.) Unlife -200.00 life other ------- Talents +1 Life Support You cannot bleed. When you take damage, if your life is under 20%, heal for 30% of your max life. (14 turns until ready) "We've done it, men. We cured death." |
| Cloak | elven-silk cloak 'Phoenixshaper' (12 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Random Unique] Nature While equipped: Stats Str +4, Dex +4 offense ------ Damage +24% arcane Ignore resists +15% physical, +15% fire Ignore Armor +2 defense ------ Defense +12 (+3 eff.) Resistance +30% lightning, +25% light +20% blight, +30% fire +20% nature Physical save +6 (+1 eff.) Stealth +13 Life +60.00 Life Regen +8.00 Healmod +20% Stun Resist +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Relgemabers the voratun amulet0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats Str +1, Dex +2, Mag +6, Con +3 offense ------ Critical power +20.00% Spellpower +15 (+3 eff.) Mindpower +40 (+10 eff.) Spellpower/crit +6 Damage +14% blight, +14% fire defense ------ Resistance +7% arcane Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana/turn +0.60 EQ when Hit +0.16 Max mana +60.00 Masteries +0.40 Steamtech/Physics +0.40 Steamtech/Bullets mastery Amulets make your neck look great! |
Inventory
Antimagic Wyrm Bile Extract0.4 Encumbrance potion [Unique] Master Quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
medical injector implant of the duelist (efficiency 152% / cooldown 66%)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 152% efficiency and cooldown mod of 66%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
heroism infusion (die at -470; dur 10; cd 25)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 25 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -470 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 940 life, 20 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -536; dur 5; cd 27)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 27 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -536 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1073 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 psychic (speed 557%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 557% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
teleportation rune (range 103; cd 11)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
restful copper amulet of soulsearing0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane/Master While equipped: offense ------ Critical power +12.00% Spellpower +7 (+1 eff.) Damage +7% blight, +7% fire defense ------ Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
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 30 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 18 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. |
Gardanion, the Light of God0.1 Encumbrance T5 amulet jewelry [Unique] Unknown While equipped: offense ------ Physical Power +40 (+9 eff.) Steampower +40 (+8 eff.) Spellpower +40 (+10 eff.) Mindpower +40 (+10 eff.) May understand old Sher'Tul language. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
voratun amulet 'Xeryvena'0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats Cun +2, Wil +5 offense ------ Mind Crit +2% Critical power +15.00% Ignore resists +20% mind defense ------ Resistance +12% blight Healmod +30% Blind Resist +40% Cut Resist +80% other ------- Max hate +10.00 Infravision +10 Sight +2 See Invisibility +15 Masteries +0.40 Steamtech/Avoidance +0.40 Steamtech/Elusiveness Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 418 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Wheel of Fate0.1 Encumbrance T1 ring jewelry [Unique] Arcane While equipped: offense ------ Move Speed +13% Damage +12% fire Ignore resists +15% mind Accuracy +6 (+1 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +7 (+2 eff.) Resistance +3% lightning, +24% fire +6% mind, +9% temporal Mind save +7 (+4 eff.) Confus Resist +25% 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 turn cooldown Activation is instant. "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? |
Flashcutter the stralite ring0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: offense ------ Damage +45% lightning, +15% light On-Hit (Melee): * 30 arcane resource burn * 30% chance to slow global speed by 68% defense ------ Fatigue -8% Resistance +12% blight, +22% temporal +7% arcane, +24% darkness other ------- Encumbrance +32 Light +4 Rings make your fingers look great! |
Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats Lck +10 defense ------ Physical save +10 (+2 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Mnemonic0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats Wil +8 offense ------ Mindpower +12 (+3 eff.) defense ------ Resistance +25% mind Mind save +20 (+8 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of the War Master0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats Str +3, Dex +3, Con +3 offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
blighted elm starstaff (100% power, 2 apr, physical element)5.0 Encumbrance T1 staff 2H weapon [Ego+] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +7 (+1 eff.) Damage +10% physical other ------- Vim-on-crit +2.00 Max vim +14.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blighted ash starstaff of the prodigy (111% power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Ego++] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Mag +11, Wil +10, Cun +10 offense ------ Spell Crit +9% Spellpower +12 (+3 eff.) Spellpower/crit +7 Damage +15% physical other ------- Vim-on-crit +3.00 Max vim +22.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Bolbum's Big Knocker (176% power, 10 apr, physical element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 38 [Unique] Arcane Weapon Damage 176% Range: 1.0x-1.2x Uses 140% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +10 Attack Speed 100% On-hit +10% confusion While equipped: offense ------ Spell Crit +18% Spellpower +12 (+3 eff.) Damage +20% physical Accuracy +7 (+1 eff.) other ------- Masteries +0.20 Spell/Staff combat Channel Staff: Effective talent level: 2.0 Power cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Telos's Staff (Top Half) (143% power, 0 apr, lightning element)2.5 Encumbrance T5 staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Weapon Damage 143% Range: 1.0x-1.2x Uses 100% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: Stats Wil +5 offense ------ Spell Crit +15% Spellpower +30 (+7 eff.) Damage +35% lightning defense ------ Mind save +8 (+4 eff.) other ------- Talents +1 Command Staff The top part of Telos' broken staff. |
dragonbone starstaff 'Icespiker' (165% power, 6 apr, physical element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Weapon Damage 165% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Mag +10, Cun +10, Con +10 offense ------ Spell Crit +5% Critical power +23.00% Spellpower +25 (+6 eff.) Damage +21% acid, +39% cold +53% physical, +6% lightning Ignore resists +10% lightning defense ------ Resistance +9% cold other ------- Negative/turn +0.20 Vim-on-crit +7.00 Max vim +50.00 Max negative +50.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
warbringer's dwarven-steel battleaxe of crippling (135% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego++] Master Weapon Damage 135% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats Con +6 offense ------ Physical Crit +16.0% Physical Power +16 (+4 eff.) Ignore resists +16% physical defense ------ Disarm Resist +30% Massive two-handed battleaxes. |
caustic steel greatmaul (133% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego+] Nature Weapon Damage 133% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +24 acid, +30 nature While equipped: offense ------ Ignore resists +19% acid, +19% nature Ignore Armor +10 Massive two-handed mauls. |
arcing steel greatsword of daylight (126% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane Weapon Damage 126% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +16 light Damage Against +20% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 103 damage Massive two-handed swords. |
dwarven-steel greatsword of shearing (147% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Master Weapon Damage 147% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Ignore resists +16% all Accuracy +24 (+4 eff.) Ignore Armor +14 Massive two-handed swords. |
enhanced stralite greatsword of erosion (158% power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego+] Nature Weapon Damage 158% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +24 nature While equipped: Stats Str +16, Dex +14, Mag +16 Wil +13, Cun +16, Con +10 Massive two-handed swords. |
flaming blue-steel trident of crippling (125% power, 8 apr)3.0 Encumbrance T2 trident 2H weapon [Ego+] Arcane/Master Weapon Damage 125% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Attack Speed 100% On-Hit, radius 1 +16 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +13.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick orite trident of erosion (150% power, 13 apr)3.0 Encumbrance T4 trident 2H weapon [Ego+] Nature/Master Weapon Damage 150% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +13 Critical Rate +3.5% Attack Speed 100% On-hit +24 nature While equipped: Stats Dex +7 offense ------ Combat Speed +10% Accuracy +30 (+6 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick iron longsword of amnesia (104% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego++] Master/Psionic Weapon Damage 104% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats Dex +3 offense ------ Combat Speed +10% Accuracy +9 (+1 eff.) Sharp, long, and deadly. |
Churoddagorn the Daysnake (119% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 119% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats Wil +5, Con +9 offense ------ Critical power +30.20% Damage +18% temporal, +39% light +24% mind defense ------ Resistance +15% temporal other ------- Hate-on-crit +7.55 Infravision +4 Blunt and deadly. |
caustic steel waraxe (110% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Nature Weapon Damage 110% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-crit, radius 2 +17 acid, +21 nature While equipped: offense ------ Ignore resists +13% acid, +13% nature Ignore Armor +9 One-handed war axes. |
iron dagger (101% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 101% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
inquisitor's steel dagger (105% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Disrupt Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Deals 114 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) Sharp, short and deadly. |
acidic dwarven-steel dagger of shearing (120% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 120% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 172 damage over 5 turns and reducing armor and accuracy by 22 While equipped: offense ------ Ignore resists +10% all Accuracy +17 (+3 eff.) Ignore Armor +11 Sharp, short and deadly. |
wyrm's mossy mindstar of storms (72% power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego++] Nature Weapon Damage 72% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) On-Hit 12 lightning, 4 physical 4 fire, 4 acid, 4 cold Damage +7% lightning Ignore resists +7% lightning defense ------ Resistance +12% lightning, +4% physical +4% cold, +4% fire, +4% acid other ------- 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. |
Psionic Fury (104% power, 25 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Unique] Nature/Psionic Weapon Damage 104% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +25 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Cun +3, Wil +3 offense ------ Mind Crit +8% Mindpower +10 (+3 eff.) Damage +15% mind, +5% physical defense ------ Resistance +10% mind Release a wave of psionic power, dealing 81.22 mind damage (based on Willpower) to all within radius 5. Uses 40 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
nature's thorny mindstar of gales (96% power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Weapon Damage 96% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Damage +12% lightning, +12% cold +7% nature, +12% physical defense ------ Defense +24 (+5 eff.) Resistance +7% blight Disease Resist +19% Pinning Resist +25% other ------- 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. |
Eyal's Will (124% power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Unique] Nature/Disrupt Weapon Damage 124% Range: 1.0x-1.1x Uses 60% Wil, 20% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Wil +10 offense ------ Mind Crit +9% Mindpower +18 (+5 eff.) Damage +20% nature, +10% acid Ignore resists +20% nature, +10% acid defense ------ Resistance +25% blight, +15% nature other ------- Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 64.79 slime damage for 13 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
cured leather sling of enduring4.0 Encumbrance T2 sling 1H weapon [Ego+] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats Con +9, Wil +9 defense ------ Life +42.00 Slings are used to hurl stones or metal shots at your foes. |
drakeskin leather sling 'Cinderravager'4.0 Encumbrance T5 sling 1H weapon [Random Unique] Nature/Disrupt/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +12 fire, +13 nature +16 darkness On-crit, radius 2 +8 cold On Critical: * silences the target While equipped: Stats Str +13, Dex +11, Mag +13 Wil +13, Cun +21, Con +7 offense ------ Damage +15% cold, +18% fire Ignore resists +10% physical, +15% nature +10% darkness defense ------ Resistance +6% fire Slings are used to hurl stones or metal shots at your foes. |
plaguebringer's quiver of ash arrows of torment (23/23, 124% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego++] Arcane/Psionic Weapon Damage 124% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 23 On-ranged-hit +23 blight +14 item blight disease On Hit: 20% Epidemic level 2 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 29 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
flaming quiver of yew arrows of torment (17/17, 145% power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego+] Arcane/Psionic Weapon Damage 145% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 17 On-Hit, radius 1 +21 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
arcing quiver of elven-wood arrows of amnesia (19/19, 158% power, 14 apr)3.0 Encumbrance T4 arrow ammo [Ego+] Arcane/Psionic Weapon Damage 158% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 19 On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 103 damage Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows of crippling (20/20, 156% power, 14 apr)3.0 Encumbrance T4 arrow ammo [Ego+] Master Weapon Damage 156% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +22.5% Capacity 20 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
psychokinetic pouch of steel shots (19/19, 125% power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego+] Psionic Weapon Damage 125% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 19 On-ranged-hit +19 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 266 physical damage Shots are used with slings to pummel your foes to death. |
Layethra (14/17, 168% power, 3 apr)3.0 Encumbrance T3 shot ammo [Rare] Arcane Weapon Damage 168% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 17 Auto Reload 3 Projectile Speed +301% On-ranged-hit +24 acid, +20 physical On-Hit, radius 1 +24 acid, +30 physical While equipped: other ------- Reload +5 Shots are used with slings to pummel your foes to death. |
tundral pouch of dwarven-steel shots of torment (18/18, 143% power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego+] Nature/Psionic Weapon Damage 143% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 18 On-ranged-hit +23 cold On-crit, radius 2 +10 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. |
Flowerborn the pouch of stralite shots (21/21, 152% power, 5 apr)3.0 Encumbrance T4 shot ammo [Rare] Psionic Weapon Damage 152% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 21 On-ranged-hit +20 lightning, +33 physical +20 item nature slow +12 nature On-Hit, radius 1 +20 nature On-crit, radius 2 +20 fire On Hit: * 20% chance to slow global speed by 68% * 20% chance to knock the target back 3 spaces and deal 266 physical damage While equipped: Shots are used with slings to pummel your foes to death. |
Star Shot (20/20, 139% power, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Arcane Weapon Damage 139% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Fire Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Wind Worn Shot (25/25, 148% power, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Nature Weapon Damage 148% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 Projectile Speed +100% On Hit: 10% Tornado level 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
chilling pouch of stralite shots of annihilation (22/22, 166% power, 14 apr)3.0 Encumbrance T4 shot ammo [Ego+] Arcane/Master Weapon Damage 166% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +14 Critical Rate +15.5% Capacity 22 Projectile Speed +200% On-ranged-hit +25 cold Shots are used with slings to pummel your foes to death. |
hateful pouch of stralite shots (21/21, 153% power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego+] Psionic Weapon Damage 153% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 21 On-ranged-hit +24 darkness Damage Against +17% Living Shots are used with slings to pummel your foes to death. |
pouch of stralite shots of annihilation (18/18, 166% power, 15 apr)3.0 Encumbrance T4 shot ammo [Ego+] Master Weapon Damage 166% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +15.5% Capacity 18 Projectile Speed +200% Shots are used with slings to pummel your foes to death. |
Baryharalach the Shadownull (18/18, 180% power, 6 apr)3.0 Encumbrance T5 shot ammo [Random Unique] Nature/Master/Psionic Weapon Damage 180% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +19.0% Capacity 18 On-ranged-hit +39 physical, +24 darkness +20 nature, +8 mind +24 item darkness numbing On-Hit, radius 1 +16 mind On-crit, radius 2 +8 arcane On Hit: * 24% chance to reduce damage dealt by 31% * 20% chance to knock the target back 3 spaces and deal 266 physical damage On Critical: * Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
barbed pouch of voratun shots of annihilation (20/20, 185% power, 16 apr)3.0 Encumbrance T5 shot ammo [Ego++] Master Weapon Damage 185% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +25.0% Capacity 20 Projectile Speed +200% On Critical: * Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
deadly pouch of voratun shots of accuracy (23/23, 180% power, 6 apr)3.0 Encumbrance T5 shot ammo [Ego] Master Weapon Damage 180% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +24 Ignore Armor +6 Critical Rate +7.0% Capacity 23 Shots are used with slings to pummel your foes to death. |
elemental pouch of voratun shots of annihilation (24/24, 173% power, 12 apr)3.0 Encumbrance T5 shot ammo [Ego++] Arcane/Master Weapon Damage 173% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Critical Rate +14.0% Capacity 24 Projectile Speed +200% On Hit: * Create an explosion dealing 125 fire damage (1/turn) While equipped: Shots are used with slings to pummel your foes to death. |
coruscating dwarven-steel shield (0 def, 6 armour, 81 block)7.0 Encumbrance T3 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 Str +3 offense ------ When Hit 18 fire defense ------ Armor +6 Fatigue +8% Resistance +16% fire other ------- Talents +1 Block Handheld deflection devices. |
tormentor's mummy wrappings (5 def, 2 armour)6.0 Encumbrance T4 mummy armor [Ego+] Psionic While equipped: Stats Cun +8, Mag +9 offense ------ Critical power +18.00% Spellpower +13 (+3 eff.) Damage +15% cold, +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+1 eff.) Fatigue +2% Resistance -25% fire other ------- Hate-on-crit +5.00 Psi-on-crit +5.00 Decaying mummy wrappings. |
spellwoven woollen robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: Stats Mag +4, Wil +4 offense ------ Spell Crit +4% Spellpower +15 (+3 eff.) Spellpower/crit +4 defense ------ Resistance +9% all Spell save +21 (+11 eff.) Silence Resist +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering cashmere robe of Linaniil (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +11% Spellpower +22 (+5 eff.) Damage +19% arcane defense ------ Resistance +11% all other ------- Mana/turn +0.22 Max mana +100.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Armyfast (44 def, 0 armour)2.0 Encumbrance T5 cloth armor [Rare] Arcane While equipped: Stats Dex +4 offense ------ Physical Crit +9.0% Damage +24% blight Accuracy +30 (+6 eff.) On-Hit (Melee): * 29% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +43 (+9 eff.) Resistance +24% blight, +43% fire +21% acid, +15% all Poison Resist +29% Silence Resist +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating cured leather armour of alacrity (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature/Master While equipped: offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Life Regen +3.80 other ------- Stamina/turn +1.30 A suit of armour made of leather. |
radiant hardened leather armour of delving (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego++] Nature/Master While equipped: Stats Str +6, Wil +4 defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +21% blight, +11% physical +37% darkness other ------- Light +4 Track: Puts all charms on 30 turn cooldown Effective talent level: 1.8 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
searing hardened leather armour of the void (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego++] Arcane While equipped: offense ------ On-Hit 13 acid, 17 fire, 8 darkness On-Ranged-Hit 8 darkness When Hit 13 acid, 12 fire defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +21% acid, +22% fire +19% darkness, +21% temporal Out-of-Phase Defense +22 Out-of-Phase Resistance +20% Out-of-Phase Resilience +22% Blink to a nearby random location (rad 11) Puts all charms on 25 turn cooldown A suit of armour made of leather. |
volcanic hardened leather armour of Toknor (9 def, 17 armour)9.0 Encumbrance T3 light armor [Ego++] Nature/Master While equipped: offense ------ Physical Crit +5.0% Critical power +16.00% Physical Power +8 (+2 eff.) On-Hit 8 fire On-Ranged-Hit 8 fire defense ------ Armor +17 Defense +9 (+2 eff.) Fatigue +8% Resistance +22% fire, +20% physical A suit of armour made of leather. |
drakeskin leather armour of the void (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego+] Arcane While equipped: offense ------ On-Hit 10 darkness On-Ranged-Hit 10 darkness defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Resistance +21% darkness, +29% temporal Out-of-Phase Defense +30 Out-of-Phase Resistance +30% Out-of-Phase Resilience +30% Blink to a nearby random location (rad 15) Puts all charms on 25 turn cooldown A suit of armour made of leather. |
impenetrable iron mail armour of cold resistance (2 def, 12 armour)14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +12% Resistance +18% cold A suit of armour made of mail. |
prismatic dwarven-steel plate armour of command (11 def, 19 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training [Ego+] Arcane/Psionic While equipped: Stats Cun +4 defense ------ Armor +19 Defense +11 (+3 eff.) Fatigue +22% Resistance +16% light, +16% darkness Mind save +19 (+8 eff.) A suit of armour made of metal plates. |
Band of Protection1.0 Encumbrance T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats Cun +3 offense ------ Steampower +5 (+1 eff.) defense ------ Physical save +10 (+2 eff.) Spell save +10 (+5 eff.) Generate a personal shield that absorbs up to 266 damage and damages attackers striking the wearer for 43 fire damage while it lasts (based on Cunning). Uses 24 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
Emblem of Evasion1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats Dex +12, Cun +10, Lck +8 defense ------ Ranged Defense +20 (+4 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 47 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
drakeskin leather belt of dampening1.0 Encumbrance T5 belt armor [Ego+] Nature While equipped: defense ------ Resistance +10% acid, +10% fire +10% lightning, +10% cold A belt that goes around your waist. |
enveloping linen cloak of conjuring (8 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Arcane/Master While equipped: offense ------ Spell Crit +4% Critical power +14.00% Spellpower +5 (+1 eff.) Damage +7% arcane Ignore resists +7% arcane defense ------ Defense +8 (+2 eff.) Physical save +7 (+2 eff.) other ------- Max mana +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Liquid Metal Cloak (20 def, 10 armour)2.0 Encumbrance T5 cloak armor [Unique] Steamtech While equipped: defense ------ Armor +10 Defense +20 (+4 eff.) Resistance +0% lightning, +15% physical Physical save +40 (+9 eff.) other ------- Masteries +0.20 Steamtech/Avoidance Cloaking Device: Effective talent level: 1.3 Power cost 60 out of 60/60. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 89 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
Ureslak's Molted Scales (0 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +20% lightning, +20% darkness +20% fire, +20% cold +20% nature, -30% arcane Max Resistance +10% lightning, +10% darkness +10% fire, +10% cold +10% nature, -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats Cun +3 defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 66% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
pair of drakeskin leather boots 'Xanebressra' (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats Str +4, Mag +2, Wil +6, Cun +6 Con +7 offense ------ Damage +6% acid Ignore Shields +40% defense ------ Armor +5 Fatigue -8% Physical save +29 (+6 eff.) Spell save +15 (+8 eff.) Mind save +10 (+5 eff.) Life Regen +11.00 Healmod +17% other ------- Encumbrance +50 Max mana +80.00 A pair of boots made of leather. |
Unbreakable Greaves (8 def, 20 armour)3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats Str +20, Dex -6, Con +10 offense ------ Physical Power +10 (+2 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resistance +15% acid, +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
heroic iron gauntlets of the verdant (0 def, 5 armour)1.5 Encumbrance T1 hands armor [Ego++] Disrupt/Master While equipped: defense ------ Armor +5 Fatigue +1% Resistance +8% blight, +8% darkness +7% arcane Affinity +7% nature Spell save +11 (+6 eff.) Mind save +7 (+4 eff.) Life +48.00 other ------- Masteries +0.20 Wild-gift/Antimagic 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. |
spellstreaming iron gauntlets of the iron hand (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego++] Arcane/Master While equipped: Stats Str +3, Wil +3, Con +3 offense ------ Spell Crit +5% Spellpower +7 (+1 eff.) defense ------ Armor +1 Fatigue +1% Disarm Resist +26% other ------- Mana/turn +0.15 Masteries +0.20 Technique/Grappling 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. |
dwarven-steel gauntlets of archery (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats Cun +5, Dex +7 offense ------ Accuracy +8 (+1 eff.) Ignore Armor +9 defense ------ Armor +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of the Elements (0 def, 10 armour)2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats Mag +10, Wil +10 offense ------ Spellpower +15 (+3 eff.) Mindpower +15 (+4 eff.) On-Hit 10 acid, 10 fire, 10 lightning 10 cold Damage +25% acid, +25% fire +25% cold, +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid, +25% fire +25% cold, +25% lightning This jeweled crown shimmers with colors. |
Nimbusglamour the drakeskin leather cap (12 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats Str +15, Dex +4, Cun +7 Con +5 offense ------ Physical Power +6 (+1 eff.) Ignore resists +30% physical Accuracy +12 (+2 eff.) Ignore Armor +7 On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) When Hit: * 19% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +12 (+3 eff.) Fatigue +5% Resistance +3% lightning A cap made of leather. |
9 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
32 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
25 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
21 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
17 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. |
14 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Item imbue powers: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 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. |
Ureslak's Focus0.0 Encumbrance T4 multi-hued gem [Unique] Arcane While equipped: Stats Mag +6, Con +6 Physical Power +12 (+3 eff.) Spellpower +12 (+3 eff.) Damage +6% lightning, +6% physical +18% darkness, +6% fire +6% cold, +6% acid On Spell Hit: 12% Necrotic Breath level 2 Item imbue powers: Stats Mag +6, Con +6 Physical Power +12 (+3 eff.) Spellpower +12 (+3 eff.) Damage +6% lightning, +6% physical +18% darkness, +6% fire +6% cold, +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Runed Skull3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+1 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
2 Burning Star1.0 Encumbrance 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. |
Telos's Staff Crystal0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Runed Skull3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+1 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Runed Skull3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+1 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
3 Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
3 Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 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. |
3 Petrified Wood0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats Con +25 Resistance +10% cold, +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats Con +25 Resistance +10% cold, +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
2 Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats Cun +8, Dex +8 Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats Cun +8, Dex +8 Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
674 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. |
Guidance1.0 Encumbrance T5 lite [Unique] Nature/Disrupt While equipped: Stats Wil +6, Cun +6, Con +6 defense ------ Resistance +20% blight Max Resistance +10% blight Physical save +15 (+4 eff.) Spell save +15 (+8 eff.) Mind save +15 (+6 eff.) other ------- Light +6 Masteries +0.20 Wild-gift/Call of the wild +0.50 Wild-gift/Antimagic Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
preserving dwarven lantern of illusion1.0 Encumbrance T5 lite [Ego++] Nature/Psionic While equipped: Stats Con +4 defense ------ Defense +12 (+3 eff.) Resistance +13% blight Physical save +15 (+4 eff.) Spell save +16 (+8 eff.) Mind save +17 (+7 eff.) Life Regen +7.00 other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
voratun crystal plating0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats Str +10, Dex +10, Mag +10 Wil +10, Cun +10, Con +10 Tinkers can be attached to normal items to improve them with steam power! |
stralite grip0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +90% other ------- Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Unique] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
perfect poison groove0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
amazing fiery salve [power 38] amazing fiery salve [power 38]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 55% cooldown modifier. Remove 3 magical effects and grants a fiery aura (38% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing frost salve [power 38] amazing frost salve [power 38]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 55% cooldown modifier. Remove 3 physical effects and grants a frost aura (38% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing healing salve [power 555] amazing healing salve [power 555]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 55% cooldown modifier. Heal 555 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
amazing pain suppressor salve [power 486] amazing pain suppressor salve [power 486]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 55% cooldown modifier. Let you fight up to -486 life and reduces all damage by 29% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
great unstoppable force salve [power 128] great unstoppable force salve [power 128]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 55% cooldown modifier. Increases all saves by 128 and healing factor by half Puts Talent Medical Injector on 18 turn cooldown Activation is instant. Medical salve. |
amazing water salve [power 38] amazing water salve [power 38]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 55% cooldown modifier. Remove 3 mental effects and grants a water aura (38% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
Essence of Bearness3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Shadowfurnace (dig speed 12 turns)3.0 Encumbrance T5 digger tool [Rare] Master While equipped: Stats Str +3 offense ------ Ignore resists +20% physical Ignore Armor +7 On-Hit (Melee): * 20% chance to reduce damage dealt by 31% defense ------ Armor +4 Defense +8 (+2 eff.) Resistance +11% physical other ------- Max stamina +30.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Qog's Essentials2.0 Encumbrance T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 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. |
Fortune's Eye2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats Lck +10, Cun +5 offense ------ Accuracy +12 (+2 eff.) Ignore Armor +12 defense ------ Defense +12 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) other ------- See Stealth +12 See Invisibility +12 Track: Effective talent level: 1.8 Power cost 18 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Orb of Many Ways1.0 Encumbrance 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 Encumbrance orb [Plot Item] Unknown While carried: Stats Dex +6 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. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
innervating dwarven-steel torque of psionic shield [power 63] (25 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 63 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce fatigue by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Malylaran' [power 460] (15 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: Stats Dex +2, Cun +3, Con +4 offense ------ Damage +6% mind defense ------ Resistance +9% fire, +6% arcane +15% temporal Blast the opponent's mind dealing 496 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase all damage by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
quick elm totem of healing [power 104] (12 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 104 Puts all charms on 12 turn cooldown Natural totems are made by powerful wilders to store nature power. |
innervating ash totem of healing [power 170] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
piercing yew totem of stinging [power 302] (15 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Sting an enemy dealing 326 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold
Buy an item from an AAA.By Zeregas the Orc Gunslinger level 12
17th Revenge 124th year of Ascendancy at 21:34 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Zeregas the Orc Gunslinger level 13
27th Revenge 124th year of Ascendancy at 08:16 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Zeregas the Orc Gunslinger level 39
48th Loss 124th year of Ascendancy at 03:12 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Zeregas the Orc Gunslinger level 50
41st Revenge 125th year of Ascendancy at 18:46 see stats
Exterminator
Killed 1000 creatures.By Zeregas the Orc Gunslinger level 32
44th Dearth 124th year of Ascendancy at 07:28 see stats
Fear me not!
Survived the Fearscape!By Zeregas the Orc Gunslinger level 50
46th Revenge 125th year of Ascendancy at 16:06 see stats
Imp'ing Away
You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.By Zeregas the Orc Gunslinger level 50
43rd Remembrance 125th year of Ascendancy at 01:59 see stats
Infinite x100
Got to level 100 of the infinite dungeon.By Zeregas the Orc Gunslinger level 50
36th Pain 125th year of Ascendancy at 09:22 see stats
Infinite x80
Got to level 80 of the infinite dungeon.By Zeregas the Orc Gunslinger level 50
41st Revenge 125th year of Ascendancy at 18:46 see stats
Infinite x90
Got to level 90 of the infinite dungeon.By Zeregas the Orc Gunslinger level 50
12nd Pain 125th year of Ascendancy at 06:46 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Zeregas the Orc Gunslinger level 50
46th Revenge 125th year of Ascendancy at 16:06 see stats
Level 10
Got a character to level 10.By Zeregas the Orc Gunslinger level 10
1st Revenge 124th year of Ascendancy at 22:09 see stats
Level 20
Got a character to level 20.By Zeregas the Orc Gunslinger level 20
49th Pain 124th year of Ascendancy at 13:00 see stats
Level 30
Got a character to level 30.By Zeregas the Orc Gunslinger level 30
38th Dearth 124th year of Ascendancy at 13:14 see stats
Level 40
Got a character to level 40.By Zeregas the Orc Gunslinger level 40
5th Destruction 124th year of Ascendancy at 13:40 see stats
Level 50
Got a character to level 50.By Zeregas the Orc Gunslinger level 50
31st Remembrance 125th year of Ascendancy at 15:13 see stats
Once Upon A Time, In the West...
Hear the Eidolon's retelling of the Scourge from the West's journey.By Zeregas the Orc Gunslinger level 50
6th Retaking 125th year of Ascendancy at 19:18 see stats
One Ill Turn Deserves Another
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Zeregas the Orc Gunslinger level 50
31st Remembrance 125th year of Ascendancy at 15:44 see stats
Overpowered!
Did over 6000 damage in one attack.By Zeregas the Orc Gunslinger level 50
39th Remembrance 125th year of Ascendancy at 16:13 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Zeregas the Orc Gunslinger level 32
40th Dearth 124th year of Ascendancy at 07:28 see stats
Size is everything
Did over 1500 damage in one attack.By Zeregas the Orc Gunslinger level 43
9th Remembrance 125th year of Ascendancy at 13:07 see stats
Size matters
Did over 600 damage in one attack.By Zeregas the Orc Gunslinger level 25
11st Dearth 124th year of Ascendancy at 00:46 see stats
The Dead God Rests
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Zeregas the Orc Gunslinger level 50
42nd Remembrance 125th year of Ascendancy at 18:27 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Zeregas the Orc Gunslinger level 35
51st Dearth 124th year of Ascendancy at 12:28 see stats
The bigger the better!
Did over 3000 damage in one attack.By Zeregas the Orc Gunslinger level 49
31st Remembrance 125th year of Ascendancy at 15:13 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Zeregas the Orc Gunslinger level 21
50th Pain 124th year of Ascendancy at 22:26 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Zeregas the Orc Gunslinger level 42
46th Destruction 124th year of Ascendancy at 05:08 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Zeregas the Orc Gunslinger level 17
43rd Pain 124th year of Ascendancy at 15:47 see stats
Unstoppable
Returned from the dead.By Zeregas the Orc Gunslinger level 50
13rd Dearth 125th year of Ascendancy at 17:20 see stats
Log
Mirror Image (Kryl-Feijan) casts Flame.
Kryl-Feijan hits Zeregas for (46 flat reduction), 302 fire (303 total damage).
Mirror Image (Kryl-Feijan) hits Zeregas for (46 flat reduction), 23 fire (24 total damage).
Talent Saw Shell is ready to use.
Burning from Kryl-Feijan hits Zeregas for (46 flat reduction), 287 fire (288 total damage).
The fabric of time around Kryl-Feijan returns to normal.
Kryl-Feijan uses Evasion.
Kryl-Feijan tries to evade attacks.
Kryl-Feijan casts Blood Grasp.
Zeregas deflects the projectile from Kryl-Feijan to the southeast!
Mirror Image (Kryl-Feijan) casts Blood Grasp.
Zeregas deflects the projectile from Mirror Image (Kryl-Feijan) to the west!
Zeregas is afflicted by a decrepitude disease!
Kryl-Feijan's Blood Grasp hits Zeregas for (46 flat reduction), 224 blight (225 total damage).
Kryl-Feijan receives 71 healing from Kryl-Feijan's Blood Grasp.
Zeregas has finished recovering.
Burning from Kryl-Feijan hits Zeregas for (46 flat reduction), 305 fire (305 total damage).
Decrepitude Disease from Kryl-Feijan hits Zeregas for (46 flat reduction), 26 blight (27 total damage).
Kryl-Feijan casts Blood Boil.
Zeregas is free from the decrepitude disease.
Zeregas slows down.
Mirror Image (Kryl-Feijan) casts Blood Boil.
Kryl-Feijan hits Zeregas for (46 flat reduction), 404 blight (405 total damage).
Kryl-Feijan receives 310 healing.
Talent Net Projector is ready to use.
Burning from Kryl-Feijan hits Zeregas for (46 flat reduction), 305 fire (305 total damage).
Zeregas the level 50 orc gunslinger was burnt to death by Kryl-Feijan and devoured as a demonic breakfast on level 114 of Infinite Dungeon.
Zeregas deactivates his cloak's restoration systems.

























































































































































































