













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official Expansion!Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.7.0Official Expansion!ZOmnibus Addon Pack 1.7.0Combines 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: Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.7.0Donators/Buyers bonus! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Hyperdimension Neptunia Character Icons 1.5.5Adds some very clean chibi custom tiles from the Hyperdimension Neptunia series of video games. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Credits to Yurax-Mae for sending these my way, as they are freebies for personal and non-commercial use Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 1.6.6 Summmoner Fix 1.6.6 Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Alchemist |
| Level / Exp | 50 / 874% |
| Size | medium |
| Lifes / Deaths | Killed by Xeridhevea the orc master wyrmic at level 50 on the 19th Steel 124th year of Ascendancy at 04:49 / 1 |
Primary Stats
| Strength | 42 (base 17) |
| Dexterity | 38 (base 15) |
| Constitution | 80 (base 60) |
| Magic | 115 (base 62) |
| Willpower | 53 (base 32) |
| Cunning | 98 (base 60) |
Resources
| Life | -1010/2206 |
| Mana | 381/666 |
| Steam | 100/100 |
| Healing Factor | 2.0210366327277 |
| Regeneration | 158.57722866494 |
Speed
| Mental | -12% |
| Attack | -12% |
| Movement | +66.4811719639% |
| Spell | -12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13.103224129837 |
| Infravision | 7 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 26 |
| Crit Chance | 46% |
| APR | 15 |
| Speed | 1.14 |
Offense: Offhand
| Damage | 27 |
| Accuracy | 26 |
| Crit Chance | 59% |
| APR | 21 |
| Speed | 1.14 |
Offense: Spell
| Spellpower | 82 |
| Crit Chance | 94% |
| Speed | 1.1363636363636 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 32% |
| Speed | 1.1363636363636 |
Offense: Damage Bonus
| Acid | +164% |
| Blight | +106% |
| Arcane | +71% |
| Cold | +27% |
| All | +23% |
| Physical | +45% |
| Lightning | +51% |
| Light | +51% |
| Temporal | +46% |
| Mind | +35% |
| Darkness | +48% |
| Fire | +52% |
| Nature | +60% |
Offense: Damage Penetration
| Lightning | +31% |
| Acid | +57% |
| Darkness | +46% |
| Blight | +68% |
| Arcane | +41% |
| Mind | +36% |
| All | +16% |
Defense: Base
| Armour (hardiness) | 44.619738314715 (51.69962066283%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 45 |
| Mental Save | 66 |
Defense: Resistances
| Acid | + 63%( 70%) |
| Blight | + 47%( 70%) |
| Arcane | + 52%( 70%) |
| Cold | + 64%( 70%) |
| All | + 40%( 70%) |
| Lightning | + 70%( 70%) |
| Temporal | + 68%( 70%) |
| Physical | + 34%( 70%) |
| Darkness | + 51%( 70%) |
| Fire | + 49%( 70%) |
| Nature | + 49%( 70%) |
Defense: Immunities
| Pinning Resistance | 31% |
| Disarm Resistance | 94% |
| Confusion Resistance | 52% |
| Silence Resistance | 30% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 16% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 675 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (114% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 111 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 717 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Acid alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Fire alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Energy alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Golemancy | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Acid Infusion |
| talent | Chant of Fortitude |
| talent | Defensive Posture |
| talent | Living Lightning |
| detrimental effect | Zone-wide effect: +10% physical damage, -10% physical resistance, -10% mindpower, -20% knockback immunity. Uncontrolled anger |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target has 55 increased life regeneration. Recovery |
| detrimental effect | Ethereal Form bonuses reduced by 20% Ethereal Form |
| detrimental effect | The target has been overwhemed by a furious assault, reducing defence by -74. Overwhelmed |
| beneficial effect | The target's spellpower has been increased by 31. Spellsurge |
| beneficial effect | Maximum life increased by 277. Sanguine Infusion |
| detrimental effect | One or more of your marked sustains has been deactivated: Sustain Lossยท Ice Core |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lost sun paladin from death by Glarin the cutpurse. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Wrathroot. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 900. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Gilithad the Unlightstun (0 def, 5 armour)2.0 T5 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +31% acid Res.pen +26% blight +20% darkness +26% acid Melee Ret 10 acid On Hit (Melee): * 21% chance to reduce armor by 45% ----- def ----- Armour +5 Resists +15% lightning +15% temporal A pair of boots made of leather. |
| Quiver | 299 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
| Light source | alchemist's lamp 'Anetir' 1.0 T3 lite [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +6% acid +20% light Res.pen +15% acid +11% all Apr +10 Melee Ret 6 acid On Hit (Melee): * 10% chance to reduce armor by 45% ----- def ----- Resists +15% acid +10% darkness +11% blight Max.HP +64.00 ---------- misc Light +11 Infravis +5 See.Stealth +10 See.Invis +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 59 blight damage or heals 43 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | voratun helm 'Xeth' (0 def, 5 armour) 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature While equipped: Stats +12 Cun +2 Wil dps ---------- Melee Ret 8 mind ----- def ----- Armour +5 Fatigue +5% Resists +15% lightning +13% temporal +15% nature +25% cold Spell.save +9 (+3 eff.) Mind.save +15 (+4 eff.) Max.HP +110.00 Heal.mod +20% ---------- misc Psi/ret +0.32 Hate/m.crit +2.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +16% Phys.spd -12% Spell.spd -12% Mind.spd -12% Dmg.mod +15% temporal +0% all ----- def ----- Resists +15% temporal +12% all Dmg.red +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
| On fingers | Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+4 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.4 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 388.96 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
| On fingers | Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +24% lightning +6% arcane Res.pen +15% lightning ----- def ----- Fatigue -8% Resists +5% arcane Max.HP +129.00 HP.reg +20.00 Heal.mod +20% Disarm- +44% Pinning- +31% Knockbk- +36% ---------- misc Max.enc +36 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Giseta the stralite amulet0.1 T4 amulet jewelry [Rare] Arcane While equipped: Stats +5 Mag +6 Wil +4 Con dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) S.pwr/crit +10 Dmg.mod +8% temporal +8% light +15% blight +7% darkness +8% physical Phasing +30% ----- def ----- Resists +9% acid ---------- misc Mana/turn +0.28 Light +3 Amulets make your neck look great! |
| In main hand | elven-wood vilestaff 'Druzor' (25-30 power, 5 apr, acid element) 5.0 T4 staff 1H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Spell.crit +23% Crit.mult +17.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% acid +12% mind Res.pen +20% mind ---------- misc Mana/turn +5.00 Equi/ret +0.04 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Woestriker the drakeskin leather belt |
| In off hand | Life Drinker (42-55 power, 11 apr) 1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% On Hit: * flashes light on your target dealing 99 damage While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Crit.mult +15.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 46.69 acid and 36.38 blight damage. If not cleared after five turns it will inflict 206.55 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
| Cloak | elven-silk cloak 'Cleansestoker' (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Arcane/Nature While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +5% Crit.mult +22.00% Spell.pwr +8 (+2 eff.) Dmg.mod +6% blight +15% arcane +12% nature Res.pen +15% arcane +26% blight ----- def ----- Defense +3 (+1 eff.) Resists +30% lightning +3% temporal Max.HP +60.00 Stun/Frz- +50% ---------- misc Max.mana +67.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Worm Nest (0 def, 0 armour) 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Str +10 Dex +25 Mag +10 Wil +10 Cun +10 Con dps ---------- Phys.crit +5.0% Spell.crit +13% Mind.crit +5% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight +10% all ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 11/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. This item has been sent to the Item's Vault. |
Inventory
medical injector implant of the duelist (efficiency 178% / cooldown 74%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 178% efficiency and cooldown mod of 74%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the sneak (heal 678; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 678 life over 5 turns. Its effects scale with your Cunning 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 |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
steel amulet 'Layerethra'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +7 Cun +6 Con dps ---------- Crit.mult +16.00% Mov.spd +10% Acc +6 (+3 eff.) Apr +10 ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.50 Psi/ret +0.04 Amulets make your neck look great! |
Sepsiszeal the stralite amulet0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Cun +6 Wil dps ---------- Spell.crit +8% Dmg.mod +6% blight Res.pen +25% nature On Hit (Melee): * 20% chance to slow global speed by 54% ---------- misc Mana/turn +0.16 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
copper ring 'Alilahad'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Resists +6% mind +13% physical Phys.save +6 (+3 eff.) Die.at -20.00 life Disarm- +10% Rings make your fingers look great! |
Giloyon the Sparksweep0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Resists +18% lightning +1% physical +9% darkness Mind.save +6 (+2 eff.) Max.HP +80.00 Confus- +26% Pinning- +20% Rings make your fingers look great! |
Yville the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +9 Str +2 Dex +4 Con dps ---------- Melee Ret 8 mind ----- def ----- Spell.save +12 (+4 eff.) ---------- misc Max.stam +15.00 Rings make your fingers look great! |
Yviwen0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +6 Mag ----- def ----- Defense +20 (+7 eff.) Resists +19% acid +12% temporal +12% darkness +26% fire +22% lightning +16% cold Max.HP +60.00 Rings make your fingers look great! |
gold ring 'Borithel'0.1 T3 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Mag +6 Wil dps ---------- Spell.pwr +10 (+2 eff.) ----- def ----- Resists +6% temporal Max.HP +89.00 HP.reg +8.00 Heal.mod +13% Disarm- +38% Pinning- +36% Knockbk- +32% ---------- misc Equi/ret +0.12 Psi/ret +0.08 Rings make your fingers look great! |
gold ring 'Elolle'0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Mind.pwr +15 (+5 eff.) Dmg.mod +13% lightning +9% mind +9% acid Melee Ret 8 acid ----- def ----- Resists +26% lightning ---------- misc Hate/m.crit +2.00 Rings make your fingers look great! |
Blindspar the stralite ring0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Wil +8 Mag dps ---------- Spell.pwr +9 (+2 eff.) Mind.pwr +30 (+10 eff.) Mov.spd +16% Dmg.mod +3% darkness Acc +9 (+5 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Defense +10 (+3 eff.) Resists +9% darkness HP.reg +5.00 Stun/Frz- +25% Blinding Speed: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
cruel dragonbone magestaff of the prodigy (30-36 power, 6 apr, cold element)5.0 T5 staff 2H weapon [Ego+] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +19 Mag +19 Wil +20 Cun dps ---------- Spell.crit +16% Crit.mult +16.00% Spell.pwr +15 (+3 eff.) S.pwr/crit +7 Dmg.mod +30% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Koregalar' (30-36 power, 6 apr, acid element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +15 Mag +22 Wil +14 Cun dps ---------- Spell.crit +11% Crit.mult +27.00% Spell.pwr +23 (+5 eff.) S.pwr/crit +7 Melee+ 22 fire Dmg.mod +30% acid Res.pen +25% blight ----- def ----- Crit.dmg- 15.00% Phys.save +9 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +13 (+3 eff.) ---------- misc Mana/turn +0.00 Infravis +1 See.Invis +15 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff of protection (30-36 power, 6 apr, physical element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +30% physical ----- def ----- Resists +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Chalirontir the Glimmerbreeze (78-118 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Rare] Master Power 78.5 - 117.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +26 light While equipped: ----- def ----- Crit.dmg- 19.62% Die.at -60.00 life Heal.mod +26% Poison- +26% Cut- +26% Silence- +26% Stun/Frz- +26% Massive two-handed battleaxes. |
Unlightquarry (58-86 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Rare] Psionic Power 57.5 - 86.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +35 mind On Hit.r1 +16 acid On Crit.r2 +26 acid On Hit: * 38% chance to reduce all saves and defense by 27 * 26% chance to reduce armor by 45% * 26% chance to reduce damage dealt by 22% While equipped: Stats +10 Cun +10 Wil dps ---------- Dmg.mod +30% darkness Res.pen +33% acid +33% arcane On Hit (Melee): * 26% chance to reduce armor by 45% Massive two-handed battleaxes. |
enhanced voratun greatsword of crippling (63-101 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego++] Nature/Master Power 63.0 - 100.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +19 Str +19 Dex +19 Mag +16 Wil +17 Cun +17 Con dps ---------- Phys.crit +16.0% Massive two-handed swords. |
inquisitor's voratun greatsword of shearing (60-96 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego++] Disrupt/Master Power 60.0 - 96.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Deals 74 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +20% all Acc +35 (+16 eff.) Apr +21 Massive two-handed swords. |
arcing iron longsword of crippling (10-15 power, 2 apr)3.0 T1 longsword 1H weapon [Ego+] Arcane/Master Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 129 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Sharp, long, and deadly. |
Blood-Edge (46-64 power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 46.0 - 64.4 Physical Uses 10% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +6.0% Atk.spd 100% HP.leech +5% Dmg.conv 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: dps ---------- Spell.crit +8% Spell.pwr +21 (+5 eff.) Dmg.mod +15% blight +15% physical ---------- misc Max.vim +25.00 Telepathy Undead/Blood Bleeding Edge: Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
blazebringer's voratun longsword of torment (42-59 power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego++] Nature/Psionic Power 42.0 - 58.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +90 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- All.spd +11% Res.pen +25% fire Sharp, long, and deadly. |
plaguebringer's voratun longsword (41-57 power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Arcane Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 blight On Hit: 20% Epidemic 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 35 While equipped: ----- def ----- Disease- +20% Sharp, long, and deadly. |
acidic steel waraxe of crippling (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Arcane/Master Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 215 damage over 5 turns and reducing armor and accuracy by 27 * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% One-handed war axes. |
plaguebringer's steel waraxe of phasing (14-19 power, 15 apr)3.0 T2 waraxe 1H weapon [Ego+] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +4.0% Atk.spd 100% Phasing +14% Melee+ +9 blight On Hit: 20% Epidemic 2 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 35 While equipped: ----- def ----- Disease- +20% One-handed war axes. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
voratun dagger 'Aritira' (36-47 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Rare] Nature Power 36.0 - 46.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +12 arcane On Crit.r2 +90 fire While equipped: Stats +3 Str dps ---------- Phys.crit +10.5% All.spd +11% Res.pen +25% fire +20% physical Acc +39 (+18 eff.) ----- def ----- Defense +20 (+7 eff.) Resists +18% blight +4% physical +18% temporal HP.reg +5.23 Heal.mod +26% Sharp, short and deadly. |
impervious voratun steamsaw of lightning resistance (+30%) (41-62 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego+] Master/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +106 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +12% Resists +30% lightning Phys.save +15 (+7 eff.) ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dragonbone longbow of recursion4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego+] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 10% Shoot 1 Longbows are used to shoot arrows at your foes. |
mighty dwarven-steel steamgun of fire4.0 T3 steamgun 1H weapon Reqs Shoot [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +13 fire Uses 2.0 Steam While equipped: Stats +5 Str dps ---------- Phys.pwr +11 (+3 eff.) Dmg.mod +16% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty dwarven-steel steamgun of true flight4.0 T3 steamgun 1H weapon Reqs Shoot [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Str dps ---------- Phys.crit +11.0% Phys.pwr +11 (+3 eff.) Acc +8 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
gunslinger's stralite steamgun of recursion4.0 T4 steamgun 1H weapon Reqs Shoot [Ego++] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: dps ---------- Steampwr +11 (+4 eff.) Dmg.mod +18% physical ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
acidic quiver of dragonbone arrows of torment (23/23, 52-73 power, 18 apr)3.0 T5 arrow ammo Reqs Dex 48 [Ego+] Arcane/Psionic Power 52.0 - 72.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 23 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Splash the target with acid dealing 215 damage over 5 turns and reducing armor and accuracy by 27 Arrows are used with bows to pierce your foes to death. |
chilling pouch of stralite shots of erosion (22/22, 42-51 power, 5 apr)3.0 T4 shot ammo [Ego] Arcane/Nature Power 42.5 - 51.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 22 Ranged+ +17 nature +22 cold Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots (16/20, 53-64 power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego+] Psionic Power 53.0 - 63.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 20 Ranged+ +40 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 174 physical damage Shots are used with slings to pummel your foes to death. |
windwalling steel shield of lightning resistance (+21%) (0 def, 4 armour, 41.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil ----- def ----- Armour +4 Fatigue +8% Resists +21% lightning +14% physical Shield.near.proj +50 Proj.slow +22% ---------- misc Talents +1 Block Handheld deflection devices. |
flaming dwarven-steel shield of acid resistance (+23%) (0 def, 6 armour, 79 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 8 fire Melee Ret 13 fire ----- def ----- Armour +6 Fatigue +8% Resists +23% acid ---------- misc Talents +1 Block Handheld deflection devices. |
shocking dwarven-steel shield of lightning resistance (+21%) (0 def, 6 armour, 82.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 16 lightning Melee Ret 13 lightning ----- def ----- Armour +6 Fatigue +8% Resists +21% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Deflector (22 def, 11 armour, 230 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Steamtech Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +11 Defense +22 (+7 eff.) Fatigue +8% Phys.save +20 (+9 eff.) ---------- misc Talents +4 Block Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
radiant reinforced leather armour (12 def, 7 armour)9.0 T4 light armor [Ego+] Nature While equipped: Stats +5 Wil ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +26% blight +26% darkness ---------- misc Light +2 A suit of armour made of leather. |
hardened dwarven-steel mail armour (3 def, 16 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +16 Defense +3 (+1 eff.) Fatigue +12% Resists +9% acid +9% physical +8% cold +8% fire +10% lightning A suit of armour made of mail. |
hardened dwarven-steel mail armour of fire resistance (3 def, 15 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +15 Defense +3 (+1 eff.) Fatigue +12% Resists +10% acid +9% physical +9% cold +29% fire +10% lightning A suit of armour made of mail. |
enlightening stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +7 Cun +8 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Mind.save +19 (+5 eff.) A suit of armour made of mail. |
stralite mail armour of thunder (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +9 Str +9 Mag +9 Wil dps ---------- Phys.crit +8.0% Spell.crit +9% Mind.crit +8% Phys.pwr +22 (+7 eff.) Spell.pwr +22 (+5 eff.) Mind.pwr +20 (+7 eff.) ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +18% lightning A suit of armour made of mail. |
Gilekath (5 def, 16 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Random Unique] Arcane/Master While equipped: Stats +7 Str +7 Con ----- def ----- Armour +16 Defense +5 (+2 eff.) Fatigue +12% Resists +42% lightning +2% physical +17% light +20% darkness +3% cold +9% nature +9% fire Max.HP +100.00 A suit of armour made of mail. |
cleansing voratun mail armour of implacability (5 def, 19 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Disrupt/Master While equipped: ----- def ----- Armour +19 Defense +5 (+2 eff.) Fatigue +2% Resists +20% nature +17% blight Phys.save +15 (+7 eff.) A suit of armour made of mail. |
enlightening voratun mail armour of lightning resistance (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Master/Psionic While equipped: Stats +8 Cun +9 Wil ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +29% lightning Mind.save +25 (+6 eff.) A suit of armour made of mail. |
fortifying voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Master While equipped: Stats +7 Str +7 Con ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Max.HP +69.00 A suit of armour made of mail. |
radiant voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Nature While equipped: Stats +4 Wil ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +24% blight +30% darkness ---------- misc Light +2 A suit of armour made of mail. |
Isoth the drakeskin leather belt1.0 T5 belt armor [Rare] Arcane While equipped: Stats +8 Mag dps ---------- Crit.mult +15.00% Spell.pwr +43 (+9 eff.) Dmg.mod +0% acid +0% blight +0% fire +31% arcane +0% nature ----- def ----- Mind.save +12 (+3 eff.) Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Max.mana +104.40 Max.vim +52.20 A belt that goes around your waist. |
marshal's cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Mag +4 Wil +1 Con dps ---------- Spell.crit +6% ----- def ----- Defense +2 (+1 eff.) Resists +0% lightning Phys.save +8 (+4 eff.) Max.HP +79.00 Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Wrap of Stone. |
Guise of the Hated (14 def, 0 armour)2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+7 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+5 eff.) Resists +10% darkness +10% mind Mind.save +10 (+3 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Hathindur (3 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +3 Str +4 Mag +9 Cun +3 Con dps ---------- Crit.mult +30.00% Spell.pwr +20 (+4 eff.) Acc +15 (+8 eff.) Apr +13 ----- def ----- Defense +3 (+1 eff.) Resists +0% lightning Stealth +15 Stun/Frz- +0% ---------- misc Mana/turn +0.36 Vim/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Master While equipped: dps ---------- Dmg.mod +25% darkness Res.pen +20% darkness ----- def ----- Defense +3 (+1 eff.) Resists +25% darkness Stealth +23 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blazebender (5 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +9 Mag +5 Wil +7 Cun +4 Con dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +7% acid +9% blight Res.pen +5% light ----- def ----- Armour +5 Defense +5 (+2 eff.) Resists +3% acid +9% temporal Phys.save +30 (+13 eff.) Spell.save +13 (+5 eff.) Mind.save +37 (+9 eff.) Max.HP +100.00 Disease- +31% A pair of boots made of leather. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 6% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (137 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (232 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Shockprophet (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Mag +4 Wil +4 Con dps ---------- Spell.pwr +3 (+1 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +7% acid +9% fire +7% blight Res.pen +7% physical Melee Ret 4 lightning 4 fire ----- def ----- Armour +4 Fatigue -3% Resists +9% lightning Phys.save +8 (+4 eff.) Disease- +28% ---------- misc Max.enc +20 Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 16 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to Steam Powered Boots. |
Betilraldatira the Kindleire (21 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +13 Dex +6 Mag dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +3% light Melee Ret 2 mind 10 light ----- def ----- Armour +5 Defense +21 (+7 eff.) Fatigue +4% Resists +9% light +12% lightning ---------- misc Spell.cld 10% Light +4 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
pair of voratun boots 'Korysus' (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +7 Wil +8 Con dps ---------- Spell.pwr +36 (+7 eff.) S.pwr/crit +12 Mov.spd +25% Dmg.mod +24% acid +15% arcane ----- def ----- Armour +5 Fatigue +4% Resists +12% acid ---------- misc Vim/s.crit +2.39 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Isaratta (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +8 Str +4 Dex +3 Cun +6 Con dps ---------- Spell.crit +9% Spell.pwr +14 (+3 eff.) Melee+ 17 darkness Dmg.mod +10% darkness ----- def ----- Armour +3 Resists +13% darkness Crit.dmg- 10.00% Phys.save +15 (+7 eff.) ---------- misc Mana/turn +0.37 Infravis +1 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's drakeskin leather gloves of archery (0 def, 3 armour)1.0 T4 hands armor [Ego++] Master While equipped: Stats +5 Str +14 Dex +10 Cun dps ---------- Acc +10 (+5 eff.) Apr +15 ----- def ----- Armour +3 Phys.save +15 (+7 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stabilizing elven-silk wizard hat of frost (+25%) (3 def, 0 armour)2.0 T5 head armor [Ego] Nature/Master While equipped: Stats +8 Wil dps ---------- Dmg.mod +17% cold ----- def ----- Defense +3 (+1 eff.) Resists +25% cold Phys.save +15 (+7 eff.) A pointy cloth hat, very wizardly... |
Adolrata the Glintwing (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% light +9% acid ----- def ----- Armour +3 Fatigue +3% Resists +6% acid +10% temporal +7% nature +9% lightning Spell.save +5 (+2 eff.) Max.HP +64.00 Heal.mod +14% ---------- misc Light +1 A cap made of leather. |
champion's hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +4 Str +4 Wil ----- def ----- Armour +3 Fatigue +3% Mind.save +11 (+3 eff.) ---------- misc Light +2 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A cap made of leather. |
X-Ray Goggles (10 def, 0 armour)2.0 T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun dps ---------- Acc +20 (+10 eff.) ----- def ----- Defense +10 (+3 eff.) Blind- +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 30 power out of 30/30 How do these even work? |
champion's drakeskin leather cap of knowledge (0 def, 5 armour)2.0 T5 head armor [Ego++] Master/Psionic While equipped: Stats +3 Str +10 Wil +5 Cun dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Mind.save +15 (+4 eff.) ---------- misc Light +2 A cap made of leather. |
drakeskin leather cap 'Zubetta' (0 def, 13 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +16 Str +9 Dex +7 Wil dps ---------- Phys.pwr +22 (+7 eff.) Spell.pwr +10 (+2 eff.) Res.pen +15% blight Melee Ret 4 physical ----- def ----- Armour +13 Fatigue +5% Resists +15% cold +15% fire +15% physical Phys.save +15 (+7 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Vim/s.crit +2.62 Max.mana +80.00 Max.stam +30.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 230.5 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +4 Mag +3 Wil +0 Cun +0 Con dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Mind.save +0 (+0 eff.) Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. This object's appearance was changed to Aletta's Diadem. |
Korogalen (8 def, 13 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +6 Str +4 Wil +5 Cun +9 Con dps ---------- Phys.crit +1.0% Phys.pwr +15 (+5 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +6% arcane +6% blight Res.pen +15% physical Acc +10 (+5 eff.) ----- def ----- Armour +13 Defense +8 (+3 eff.) Fatigue +5% Resists +7% all Phys.save +28 (+12 eff.) Mind.save +15 (+4 eff.) ---------- misc Mana/turn +0.08 Vim/s.crit +2.62 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +0 Cun +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Mind.save +0 (+0 eff.) Blind- +50% A Helmet. But with steam power! |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
15 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
18 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
21 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
15 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
15 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
18 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
16 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
26 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
31 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
28 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
25 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
36 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
47 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
23 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
50 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
43 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
1218 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
18 alchemist spinel0.0 T1 green alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
74 alchemist opal0.0 T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
35 alchemist topaz0.0 T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. |
90 alchemist onyx0.0 T3 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
171 alchemist lapis lazuli0.0 T3 blue alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
152 alchemist garnet0.0 T3 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
31 alchemist jade0.0 T4 green alchemist-gem [Normal] When used as an alchemist bomb: Slows by 17% Gems can be sold for money or used in arcane rituals. |
139 alchemist ruby0.0 T4 red alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
208 alchemist diamond0.0 T5 white alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
74 alchemist moonstone0.0 T5 white alchemist-gem [Normal] When used as an alchemist bomb: 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
Oleredunador1.0 T3 lite [Random Unique] Arcane/Nature While equipped: dps ---------- Dmg.mod +9% blight +10% light +7% darkness Res.pen +5% arcane +20% blight ----- def ----- Resists +10% darkness +5% light Affinity +5% light +5% darkness Max.HP +46.00 ---------- misc Light +6 Infravis +3 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 318.99 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Cyrywe1.0 T5 lite [Rare] Nature While equipped: Stats +6 Wil dps ---------- Phys.crit +6.0% Crit.mult +46.15% Phys.pwr +10 (+3 eff.) Spell.pwr +39 (+8 eff.) S.pwr/crit +13 Res.pen +33% arcane On Hit (Melee): * 26% chance to reduce armor by 45% ----- def ----- Spell.save +24 (+8 eff.) ---------- misc Vim/s.crit +2.62 Max.mana +130.77 Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Bethulrarin'1.0 T5 lite [Random Unique] Master/Psionic While equipped: dps ---------- Mind.crit +8% Mind.pwr +10 (+4 eff.) Dmg.mod +12% acid On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Defense +15 (+5 eff.) Resists +6% fire Mind.save +11 (+3 eff.) Die.at -20.00 life Blind- +46% Confus- +18% ---------- misc Light +14 See.Stealth +18 See.Invis +21 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 33 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern of the zealot1.0 T5 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +12 (+4 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
crystalomancer's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego+] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Spell.crit +5% ---------- misc Max.mana +21.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Bedig' (dig speed 35 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +3% mind Res.pen +15% acid Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce armor by 45% ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (0/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 165% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 4/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
soothing voratun torque of gale force [power 410] (26/15 cooldown)2.0 T5 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 13 spaces and dealing 594 physical damage Puts all charms on 15 cooldown 100% to heal for 99. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psionic shield 'Blizzardveil' [power 173] (26/25 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: Stats +5 Mag dps ---------- Dmg.mod +18% blight +9% cold +18% arcane Res.pen +15% mind Phasing +30% Melee Ret 8 mind 12 temporal ---------- misc Mana/turn +0.20 Setup a psionic shield, reducing all damage taken by 173 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+5 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Midralach the elven-wood wand of shielding [power 290] (26/20 cooldown)2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Res.pen +10% mind On Hit (Melee): * 20% chance to reduce armor by 45% ----- def ----- Resists +9% acid ---------- misc Psi/ret +0.12 Hate/m.crit +1.00 Create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage by 18% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Shockwisp [power 435] (26/15 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Crit.mult +15.00% Dmg.mod +9% arcane Melee Ret 8 lightning ----- def ----- Spell.save +12 (+4 eff.) Mind.save +15 (+4 eff.) ---------- misc Psi/ret +0.28 Hate/m.crit +3.00 Max.hate +8.00 Fire a magical bolt dealing 552 cold damage Puts all charms on 15 cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Stokestreaker [power 350] (26/15 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +2 Wil dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +9% blight Phasing +30% Melee Ret 8 fire ---------- misc Mana/s.crit +2.07 Fire a magical bolt dealing 925 acid damage Puts all charms on 15 cooldown 100% to heal for 91. 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Evoker Alch the Drem Alchemist level 36
27th Steel 123rd year of Ascendancy at 22:41 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Evoker Alch the Drem Alchemist level 38
45th Steel 123rd year of Ascendancy at 01:38 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Evoker Alch the Drem Alchemist level 36
26th Steel 123rd year of Ascendancy at 01:25 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Evoker Alch the Drem Alchemist level 41
13rd Gold 123rd year of Ascendancy at 18:01 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Evoker Alch the Drem Alchemist level 48
21st Wealth 123rd year of Ascendancy at 12:43 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Evoker Alch the Drem Alchemist level 40
10th Gold 123rd year of Ascendancy at 18:46 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Evoker Alch the Drem Alchemist level 12
2nd Acquisition 122nd year of Ascendancy at 03:12 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Evoker Alch the Drem Alchemist level 38
7th Gold 123rd year of Ascendancy at 08:28 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Evoker Alch the Drem Alchemist level 35
17th Steel 123rd year of Ascendancy at 07:07 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Evoker Alch the Drem Alchemist level 23
25th Wealth 122nd year of Ascendancy at 21:06 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Evoker Alch the Drem Alchemist level 35
17th Steel 123rd year of Ascendancy at 07:46 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Evoker Alch the Drem Alchemist level 34
3rd Steel 123rd year of Ascendancy at 05:11 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Evoker Alch the Drem Alchemist level 50
17th Steel 124th year of Ascendancy at 06:38 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Evoker Alch the Drem Alchemist level 26
10th Iron 123rd year of Ascendancy at 23:00 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Evoker Alch the Drem Alchemist level 10
24th Voratun 122nd year of Ascendancy at 08:43 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Evoker Alch the Drem Alchemist level 20
40th Profit 122nd year of Ascendancy at 18:20 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Evoker Alch the Drem Alchemist level 30
25th Iron 123rd year of Ascendancy at 07:37 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Evoker Alch the Drem Alchemist level 40
8th Gold 123rd year of Ascendancy at 12:46 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Evoker Alch the Drem Alchemist level 50
11st Loss 123rd year of Ascendancy at 10:24 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Evoker Alch the Drem Alchemist level 50
16th Steel 124th year of Ascendancy at 06:23 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Evoker Alch the Drem Alchemist level 23
10th Dearth 122nd year of Ascendancy at 15:28 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Evoker Alch the Drem Alchemist level 29
18th Iron 123rd year of Ascendancy at 08:42 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Evoker Alch the Drem Alchemist level 13
7th Profit 122nd year of Ascendancy at 09:12 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Evoker Alch the Drem Alchemist level 39
7th Gold 123rd year of Ascendancy at 16:37 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Evoker Alch the Drem Alchemist level 38
45th Steel 123rd year of Ascendancy at 01:38 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Evoker Alch the Drem Alchemist level 8
22nd Voratun 122nd year of Ascendancy at 06:13 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Evoker Alch the Drem Alchemist level 38
45th Steel 123rd year of Ascendancy at 01:38 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Evoker Alch the Drem Alchemist level 50
23rd Iron 124th year of Ascendancy at 19:43 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Evoker Alch the Drem Alchemist level 14
14th Profit 122nd year of Ascendancy at 12:10 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Evoker Alch the Drem Alchemist level 42
35th Stralite 123rd year of Ascendancy at 11:57 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Evoker Alch the Drem Alchemist level 26
10th Iron 123rd year of Ascendancy at 03:14 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Evoker Alch the Drem Alchemist level 18
33rd Profit 122nd year of Ascendancy at 12:59 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Evoker Alch the Drem Alchemist level 35
25th Steel 123rd year of Ascendancy at 15:08 see stats
Log
Evoker Alch hits Voremina the maulotaur for (142 to psi shield), 1872 acid (1872 total damage).
Evoker Alch killed Voremina the maulotaur!
Talent Supercharge Golem is ready to use.
Talent Throw Bomb is ready to use.
Evoker Alch's Living Lightning hits Xeridhevea the orc master wyrmic for 0 lightning damage.
Xeridhevea the orc master wyrmic has shrugged off 89 damage and is ready for more.
Xeridhevea the orc master wyrmic breathes sand!
Your shield crumbles under the damage!
The shield around Evoker Alch crumbles.
Evoker Alch loses sight!
Xeridhevea the orc master wyrmic hits Evoker Alch for (32 flat reduction), (205 absorbed), 336 physical (336 total damage).
Something hits Evoker Alch for (32 flat reduction), 23 fire (23 total damage).
Evoker Alch's spell attains critical power!
Evoker Alch casts Rune: Shatter Afflictions.
Evoker Alch recovers sight.
A shield forms around Evoker Alch.
Evoker Alch casts Stone Touch.
Xeridhevea the orc master wyrmic uses Frenzy.
Your shield crumbles under the damage!
The shield around Evoker Alch crumbles.
Xeridhevea the orc master wyrmic starts to bleed black blood.
Evoker Alch has been overwhelmed.
Evoker Alch is recovering from the damage!
Xeridhevea the orc master wyrmic hits Evoker Alch for (32 flat reduction), (111 absorbed), 249 physical, (32 flat reduction), 394 physical, (32 flat reduction), 577 physical, (32 flat reduction), 519 physical (1739 total damage).
Melee retaliation hits Xeridhevea the orc master wyrmic for 40 acid, 5 mind, 39 acid, 5 mind, 39 acid, 5 mind, 38 acid, 5 mind (178 total damage).
Xeridhevea the orc master wyrmic is no longer rampaging.
Black Blood Bleeding from Evoker Alch hits Xeridhevea the orc master wyrmic for 35 darkness damage.
Xeridhevea the orc master wyrmic uses Slash.
Xeridhevea the orc master wyrmic roars triumphantly.









































































































































































