










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
| Addons | No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Escorts Enhanced CN 1.5.10Escorts Enhanced Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.6.0Combines 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: Adventuring Technomancy 1.6.1 Items Vault 1.6.0Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Possessor Bonus Class 1.6.0Donators/Buyers bonus! Plenum Tooltip Custom Edit 1.6.0Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Improved Auto-explore and Rest 1.6.0Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Select your Escorts 1.6.0Allows 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. Better Item Description 1.6.0This 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 Nur Kit 1.6.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Forbidden Cults 1.6.0Official 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 | Cornac |
| Class | Cursed |
| Level / Exp | 44 / 83% |
| Size | big |
| Lifes / Deaths | Killed by Alice's Temporal Clone at level 44 on the 23rd Dusk 123rd year of Ascendancy at 06:50 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 161 (base 60) |
| Dexterity | 16 (base 10) |
| Constitution | 64 (base 54) |
| Magic | 10 (base 10) |
| Willpower | 85 (base 60) |
| Cunning | 31 (base 10) |
Resources
| Life | -117/1627 |
| Hate | 115/115 |
| Equilibrium | 43 |
| Steam | 100/100 |
| Healing Factor | 1.6761538461536 |
| Regeneration | 55.460398620715 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +57.142857142857% |
Vision
| Sight | 10 |
| Lite | 17 |
| Infravision | 2 |
| Stealth | 38.278018837682 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 287 |
| Accuracy | 67 |
| Crit Chance | 26% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 0 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 78 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +20% |
| Blight | +11% |
| Arcane | +11% |
| Cold | +26% |
| All | +8% |
| Darkness | +29% |
| Light | +23% |
| Physical | +24% |
| Nature | +32% |
Offense: Damage Penetration
| Acid | +56% |
| Nature | +41% |
| Blight | +41% |
| Physical | +45% |
| Darkness | +26% |
| All | +16% |
Defense: Base
| Armour (hardiness) | 14.512327182864 (78.924731182796%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | -7 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 54%( 70%) |
| Blight | + 45%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 20%( 70%) |
| All | + 15%( 70%) |
| Physical | + 28%( 70%) |
| Lightning | + 40%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 40%( 70%) |
| Mind | + 51%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 52%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 57% |
| Poison Resistance | 46% |
| Blind Resistance | 52% |
| Disarm Resistance | 89% |
| Teleport Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 82% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 738 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 51% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.3 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 364 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.3 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 810% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Predator | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Rampage | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Strife | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Endless hunt | 1.60 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Gloom | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Repel |
| talent | Savage Hunter |
| talent | Gloom |
| talent | Antimagic Shield |
| talent | Stalk |
| detrimental effect | Reduces global action speed by 75%. Slow |
| detrimental effect | The target is doomed to treason. Each turn they have a 42% chance to attack an adjacent creature. If no creatures are adjacent they will attack themself. Prophecy of Treason |
| beneficial effect | Stalking Alice's Temporal Clone. Bonus level 1: +23 accuracy, +15% melee damage, +0.50 hate/turn prey was hit. Stalking 797/797 +1 |
| detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 46%. NihilThis effect will fade in 2 turns if the source is not in line of sight. |
| detrimental effect | The target is being driven mad by the void, taking 87.58 darkness damage per turn and reducing all powers by 50. Dark Whispers |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target has 6 reduced saves and defense, and 4% reduced critical chance. 2 JinxThis effect will fade in 2 turns if the source is not in line of sight. |
| detrimental effect | Mind and body exposed to effects and attacks, reducing all saves and defense by 46. Exposed |
| beneficial effect | You gain 30% resistance against acid, temporal and darkness. Resolve |
| detrimental effect | The target is losing hope, all damage it does is reduced by 36%. Numbing Darkness |
| beneficial effect | Hunting: Marked Prey20% Received damage reduction against: - Vampire - Troll - Orc |
| detrimental effect | The target has been dominated. It is unable to move and has lost 24 armor and 34 defense. Attacks from Alice's Temporal Clone gain 57% damage penetration. Dominated |
| detrimental effect | The target is corroded, reducing their accuracy by 0, their armor by 25, and their defense by 0. Corrode |
| detrimental effect | Faded from time, reducing damage taken by 10% and all damage dealt by 69%. Split |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | 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. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 32. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Brodyleg the Rimesquall (0 def, 8 armour) 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% cold Res.pen +10% physical Acc +15 (+4 eff.) ----- def ----- Armour +8 Fatigue +2% Resists +2% physical Phys.save +15 (+5 eff.) Die.at -60.00 life Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+4 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 124, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing -20.90 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Steel Helm of Garkul (0 def, 6 armour) 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical Acc +25 (+6 eff.) ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+12 eff.) Mind.save +12 (+4 eff.) ---------- misc Light +7 Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.9 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing -7 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Vorysewyn0.1 T4 ring jewelry [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +3% blight ----- def ----- Resists +5% arcane +10% blight +6% fire +6% mind +10% nature Mind.save +10 (+4 eff.) Max.HP +69.00 HP.reg +13.00 Heal.mod +16% Poison- +46% Disease- +22% Confus- +37% Rings can have magical properties. |
| On fingers | voratun ring 'Bogdredge'0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +10 Cun dps ---------- Melee+ 35 physical Ranged+ 23 physical Dmg.mod +18% nature +12% acid Res.pen +25% nature +25% acid On Hit (Melee): * 20% chance to slow global speed by 71% * 18% chance to reduce all saves and defense by 42 On Hit (Ranged): * 18% chance to reduce all saves and defense by 42 ----- def ----- Resists +9% nature +6% acid ---------- misc Hate/m.crit +3.00 Max.hate +15.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 51%. Rings can have magical properties. |
| Around waist | hardened leather belt 'Bleakzeal'1.0 T3 belt armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +6% nature +6% darkness Res.pen +15% acid Melee Ret 10 nature On Hit (Melee): * 20% chance to reduce damage dealt by 34% ----- def ----- Resists +10% acid +9% blight +9% nature +12% darkness A belt that goes around your waist. |
| In main hand | warbringer's voratun greatsword of shearing (63-100.8 power, 4 apr) 3.0 T5 greatsword 2H weapon [Ego++] Master Power 63.0 - 100.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * splashes acid on your target dealing 36 damage and reducing their armor While equipped: Stats +5 Con dps ---------- Phys.pwr +17 (+4 eff.) Res.pen +16% all +19% physical Acc +24 (+6 eff.) Apr +17 ----- def ----- Disarm- +39% Massive two-handed swords. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor [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! |
| Main armor | enlightening voratun mail armour of implacability (5 def, 27 armour) 14.0 T5 heavy armor [Ego++] Master/Psionic While equipped: Stats +6 Cun +6 Wil ----- def ----- Armour +27 Defense +5 (+0 eff.) Fatigue +5% Crit.dmg- 35.00% Phys.save +9 (+3 eff.) Mind.save +24 (+8 eff.) A suit of armour made of mail. |
| Cloak | Islyba the elven-silk cloak (28 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +3 Wil dps ---------- Phys.crit +4.0% Mind.crit +5% Phys.pwr +3 (+1 eff.) Dmg.mod +3% arcane ----- def ----- Defense +28 (+0 eff.) Fatigue -7% Resists +16% blight +15% nature +30% lightning HP.reg +5.00 Heal.mod +17% Stun/Frz- +50% ---------- misc Stam/turn +3.00 Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Glugatha'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Res.pen +25% blight Phasing +30% ----- def ----- Defense +10 (+0 eff.) Resists +6% mind +6% cold +21% light +22% darkness Blind- +52% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Amulets can have magical properties. |
Inventory
medical injector implant of the titan (efficiency 142% / cooldown 57%)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 142% efficiency and cooldown mod of 57%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 11)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.6 steam per turn. Can be activated for an instant burst of 53 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Infusion of Wild Growth (rad 5; dur 10;)0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing -6.01 physical damage and -12.80 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 50%; mental, magical; dur 4; cd 13)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 50% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 |
blink rune (range 5; phase 24; cd 16)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 953% over 10 turns; mana 48; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 953% for 10 turns (0 total) and instantly restoring 48 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning 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: Silver Filigree0.1 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. |
2 schematic: Winterchill 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. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
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 (+5 eff.) Spell.save +15 (+15 eff.) Mind.save -7 (-3 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. |
clarifying steel amulet of the fish0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind +11% cold Confus- +24% ---------- misc Breathe water Amulets can have magical properties. |
grounding gold amulet of mastery (0.22 Cursed / Endless hunt)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +16% lightning Stun/Frz- +25% ---------- misc Masteries +0.22 Cursed/Endless hunt Amulets can have magical properties. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Hathygund the Blindpunish0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +14 (+3 eff.) Spell.pwr +13 (+0 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +7% all Res.pen +15% darkness Melee Ret 10 darkness ----- def ----- Resists +9% acid +9% lightning +5% arcane +9% nature ---------- misc Light +3 Rings can have magical properties. |
Isaledheth0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +4 Dex dps ---------- Phys.crit +2.0% Phys.pwr +25 (+5 eff.) ----- def ----- Defense +10 (+0 eff.) Resists +6% fire Phys.save +9 (+3 eff.) Mind.save +10 (+4 eff.) Cut- +10% Confus- +29% Rings can have magical properties. |
yew magestaff 'Bealach' (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Str dps ---------- Spell.crit +3% Phys.pwr +30 (+6 eff.) Spell.pwr +9 (+0 eff.) Dmg.mod +20% fire +15% physical Res.pen +40% acid ----- def ----- Resists +12% acid ---------- misc Mana/turn +0.28 Max.mana +72.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Silaldaba (44-66 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 44.0 - 66.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: ----- def ----- Resists +30% acid +30% cold +6% light +5% arcane Massive two-handed battleaxes. |
Amuvon the Singeglory (39-58.5 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Arcane Power 39.0 - 58.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +16 fire On Hit.r1 +32 fire On Hit: * 20% chance to reduce armor by 5% While equipped: dps ---------- Mind.crit +8% ----- def ----- Resists +27% acid Massive two-handed mauls. |
dwarven-steel greatmaul of rage (44-66 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Master Power 44.0 - 66.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +10% physical Acc +10 (+2 eff.) Massive two-handed mauls. |
dwarven-steel longsword 'Cutholarain' (21-29.4 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Psionic Power 21.0 - 29.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +14 mind On Hit.r1 +12 arcane On Hit: * 25% chance to reduce all saves and defense by 42 While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +8 Defense +25 (+0 eff.) Resists +12% fire +9% light +9% temporal Spell.save +18 (+18 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, long, and deadly. |
Layimina (27.5-38.5 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Arcane Power 27.5 - 38.5 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: 20% Curse of Defenselessness 3 While equipped: Stats +3 Cun dps ---------- Res.pen +25% blight Melee Ret 10 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Equi/ret +0.08 Psi/ret +0.12 Blunt and deadly. |
Blazevein (54.5-76.3 power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Nature/Master Power 54.5 - 76.3 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +12 Str +9 Dex +13 Mag +23 Wil +10 Cun +24 Con dps ---------- Dmg.mod +9% acid +9% light Res.pen +20% light On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% nature Max.HP +63.00 Blunt and deadly. |
balanced dwarven-steel dagger of paradox (20.5-26.65 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Master Power 20.5 - 26.7 Physical Uses 40% Wil, 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 temporal While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +10 (+0 eff.) Resists +8% temporal Disarm- +29% Sharp, short and deadly. |
enhanced dwarven-steel dagger of massacre (27.5-35.75 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Nature/Master Power 27.5 - 35.8 Physical Uses 40% Wil, 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +9 Str +6 Dex +8 Mag +8 Wil +6 Cun +9 Con Sharp, short and deadly. |
balanced voratun dagger of evisceration (38.5-50.05 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Master Power 38.5 - 50.1 Physical Uses 40% Wil, 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +10 (+2 eff.) Acc +11 (+3 eff.) ----- def ----- Defense +8 (+0 eff.) Disarm- +35% Sharp, short and deadly. |
stormbringer's voratun dagger of torment (37.5-48.75 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego++] Nature/Psionic Power 37.5 - 48.8 Physical Uses 40% Wil, 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +29 lightning +31 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Mov.spd +46% Res.pen +25% lightning +19% cold Sharp, short and deadly. |
voratun dagger of torment (38.5-50.05 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Psionic Power 38.5 - 50.1 Physical Uses 40% Wil, 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, short and deadly. |
nature's pulsing mindstar of disruption (13.5-14.85 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Disrupt Power 13.5 - 14.9 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Against +10% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +6% nature ----- def ----- Resists +8% blight Disease- +17% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Burnmire the dwarven-steel steamsaw (24-36 power, 14 apr)3.0 T3 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 24.0 - 36.0 Phys.bleed Uses 40% Wil, 100% Str Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +3.0% Atk.spd 100% Block +49 Melee+ +20 fire Uses 1.0 Steam When used to Attack: Power 0.0 - 0.0 Physical Uses 40% Wil Melee+ +16 acid While equipped: Stats +3 Dex +10 Mag +8 Con dps ---------- On Melee Ret: * 15% chance to reduce armor by 5% ----- def ----- Armour +4 Defense +6 (+0 eff.) Fatigue +8% Resists +16% acid +18% cold ---------- misc Infravis +3 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Shaderazor the dwarven-steel steamsaw (17-25.5 power, 14 apr)3.0 T3 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 17.0 - 25.5 Phys.bleed Uses 40% Wil, 100% Str Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +3.0% Atk.spd 100% Block +48 Melee+ +19 cold On Crit.r2 +16 darkness +20 fire On Hit: * 20% chance to reduce damage dealt by 34% Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +18% fire Res.pen +10% darkness Melee Ret 10 fire On Hit (Melee): * 20% chance to reduce damage dealt by 34% ----- def ----- Armour +4 Defense +6 (+0 eff.) Fatigue +8% Resists +6% darkness ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Shadowbile the dwarven-steel steamsaw (31-46.5 power, 14 apr)3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 31.0 - 46.5 Phys.bleed Uses 40% Wil, 100% Str Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +3.0% Atk.spd 100% Block +54 On Crit.r2 +8 darkness On Hit: * 20% chance to slow global speed by 71% Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 20% chance to reduce armor by 5% ----- def ----- Armour +4 Defense +6 (+0 eff.) Fatigue +8% Resists +15% blight +6% fire +5% arcane +12% nature ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Nathel the Murkstake (39.5-59.25 power, 25 apr)3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 39.5 - 59.3 Phys.bleed Uses 40% Wil, 100% Str Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +5.0% Atk.spd 100% Block +101 Melee+ +15 temporal On Hit.r1 +8 nature On Hit: * 20% chance to slow global speed by 71% Uses 1.0 Steam When used to Attack: Power 0.0 - 0.0 Physical Uses 40% Wil Melee+ +17 acid While equipped: Stats +5 Con dps ---------- Melee Ret 4 fire 4 darkness 8 nature On Melee Ret: * 20% chance to reduce armor by 5% ----- def ----- Armour +6 Defense +10 (+0 eff.) Fatigue +12% Resists +19% acid +15% temporal +16% physical +6% fire ---------- 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! |
corrosive voratun steamsaw of torment (40.5-60.75 power, 25 apr)3.0 T5 steamsaw 1H weapon [Ego++] Arcane/Psionic/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 40% Wil, 100% Str Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +5.0% Atk.spd 100% Block +100 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Uses 1.0 Steam When used to Attack: Power 0.0 - 0.0 Physical Uses 40% Wil Melee+ +15 acid While equipped: Stats +3 Con dps ---------- On Melee Ret: * 19% chance to reduce armor by 5% ----- def ----- Armour +6 Defense +10 (+0 eff.) Fatigue +12% Resists +18% acid ---------- 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! |
wrathful voratun steamsaw of reflection (41.5-62.25 power, 25 apr)3.0 T5 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 41.5 - 62.3 Phys.bleed Uses 40% Wil, 100% Str Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +5.0% Atk.spd 100% Block +96 Uses 1.0 Steam When used to Attack: Power 0.0 - 0.0 Physical Uses 40% Wil On Crit.r2 +10 light +30 fire While equipped: dps ---------- On shield block: * Deals 15 light and fire damage to each enemy blocked ----- def ----- Armour +6 Defense +10 (+0 eff.) Fatigue +12% Resists +9% fire +20% light +17% darkness ---------- 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! |
Eldoral Last Resort4.0 T3 sling 1H weapon Reqs Dex 26 Shoot [Unique] Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 143% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
hardened leather sling4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Normal] Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
Glorosedhemira4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot [Rare] Nature/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +8 Proj.spd +600% On Hit: 10% Overgrowth 2 Uses 2.0 Steam While equipped: Stats +4 Cun dps ---------- Res.pen +10% blight Phasing +30% ----- def ----- Mind.save +9 (+3 eff.) HP.reg +1.10 ---------- misc Mana/turn +0.44 Mana/s.crit +2.00 Hate/m.crit +4.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamgun of true shot4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot [Ego+] Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +7.0% Acc +8 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Shimmerstreak the quiver of yew arrows (18/18, 33-46.2 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Disrupt Power 33.0 - 46.2 Physical Uses 40% Wil, 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 Ranged+ +20 cold +8 light On Hit.r1 +20 lightning +20 cold On Crit.r2 +20 lightning On Hit: * 29 arcane resource burn * 20% chance to slow global speed by 71% Arrows are used with bows to pierce your foes to death. |
psychokinetic pouch of voratun shots of annihilation (23/23, 59.5-71.4 power, 8 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego++] Master/Psionic Power 59.5 - 71.4 Physical Uses 40% Wil, 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +8 Crit +14.0% Capacity 23 Proj.spd +200% Ranged+ +22 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 290 physical damage Shots are used with slings to pummel your foes to death. |
Summertide (17 def, 15 armour, 52-62.4 power, 260 block)7.0 T5 shield armor [Unique] Nature When used to Attack: Power 52.0 - 62.4 Light Uses 40% Wil, 100% Str Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+0 eff.) Rng.Def +17 (+17 eff.) Fatigue +12% Resists +12% mind +10% fire +20% light +15% darkness Mind.save +18 (+6 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing -2.89 to -3.61 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
focusing cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +6 Wil +6 Mag dps ---------- Dmg.mod +9% acid +11% physical +12% cold +11% fire ----- def ----- Resists +16% acid +13% physical +13% cold +14% fire +11% all ---------- misc Mana/turn +0.27 Psi/turn +0.28 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven elven-silk robe of fire (+15%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +5% Spell.pwr +6 (+0 eff.) Dmg.mod +10% fire ----- def ----- Resists +15% fire +15% all Spell.save +21 (+21 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+0 eff.) Rng.Def +8 (+8 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+0 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.6 Pwr.cost 20 out of 30/30. Range 8 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal -0.33 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
fortifying stralite mail armour of cold resistance (4 def, 8 armour)14.0 T4 heavy armor [Ego+] Master While equipped: Stats +5 Str +6 Con ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +12% Resists +19% cold Max.HP +72.00 A suit of armour made of mail. |
Belana the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Con +5 Wil dps ---------- Phys.pwr +20 (+4 eff.) Acc +25 (+6 eff.) ----- def ----- Armour +6 Defense +25 (+0 eff.) Resists +11% cold +11% fire ---------- misc Max.stam +30.00 A belt that goes around your waist. |
hardened leather belt of containment1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Anom.red +12 Max.HP +70.00 ---------- misc Max.mana +48.00 Max.stam +39.00 Max.hate +16.00 Max.psi +28.00 Max.vim +30.00 Max.P.En +28.00 Max.N.En +27.00 A belt that goes around your waist. |
Quenchguile the linen cloak (11 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Con dps ---------- Res.pen +20% physical ----- def ----- Armour +6 Defense +11 (+0 eff.) Resists +9% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Duskmortal the cashmere cloak (2 def, 6 armour)2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Resists +9% darkness +12% light Max.HP +45.00 Poison- +20% Silence- +20% Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+0 eff.) Phys.save +10 (+3 eff.) Has a 50% chance each turn to slash an adjacent enemy for -5 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Skyhacker (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire Melee Ret 8 arcane 10 blight ----- def ----- Armour +3 Resists +10% cold +11% fire Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 A pair of boots made of leather. |
pair of hardened leather boots 'Flarequake' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% fire Res.pen +25% blight ----- def ----- Armour +3 Fatigue -7% Resists +15% lightning +12% fire +20% blight Phys.save +11 (+3 eff.) ---------- misc Max.enc +32 A pair of boots made of leather. |
pair of iron boots of invasion (0 def, 3 armour)3.0 T1 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +4 (+1 eff.) Res.pen +7% physical ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +10% temporal ---------- misc Stam/turn +0.90 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
drakeskin leather gloves of the verdant (0 def, 3 armour)1.0 T4 hands armor [Ego+] Disrupt While equipped: ----- def ----- Armour +3 Resists +15% blight +6% darkness +10% arcane Affinity +12% nature Spell.save +10 (+10 eff.) ---------- misc Masteries +0.20 Wild-gift/Antimagic 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. |
catburglar's drakeskin leather hat (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +7 Dex ----- def ----- Armour +5 Fatigue +5% Resists +14% darkness ---------- misc Infravis +5 A hat made of leather. Very stylish. |
Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+3 eff.) Acc +20 (+5 eff.) Apr +15 ----- def ----- Defense +10 (+0 eff.) Resists +20% fire Blind- +100% ---------- misc Light +0 Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Crown of Command (3 def, 6 armour)3.0 T3 head armor [Unique] Master While equipped: Stats +10 Wil +3 Con dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.3 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+0 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+0 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
934 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. |
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. |
amazing fiery salve [power 19] amazing fiery salve [power 19]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 magical effects and grants a fiery aura (19% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing water salve [power 19] amazing water salve [power 19]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 mental effects and grants a water aura (19% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Iron Acorn0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mind.pwr +15 (+3 eff.) ----- def ----- Resists +30% mind +8% physical Max.HP +40.00 A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
Sleetcut the dwarven-steel pickaxe (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +4 Wil +7 Cun ----- def ----- Armour +3 Defense +6 (+0 eff.) Resists +6% physical +6% cold ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.6 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing -2.73 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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 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. |
yew totem of stinging 'Glowglean' [power 308] (16.5/15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: ----- def ----- Defense +30 (+2 eff.) Resists +15% light +3% physical Spell.save +6 (+6 eff.) Cut- +20% Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Sting an enemy dealing -20 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Alice the Cornac Cursed level 41
31st Pyre 123rd year of Ascendancy at 21:35 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Alice the Cornac Cursed level 34
39th Regrowth 123rd year of Ascendancy at 21:27 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Alice the Cornac Cursed level 41
30th Pyre 123rd year of Ascendancy at 04:22 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Alice the Cornac Cursed level 17
50th Dusk 122nd year of Ascendancy at 19:29 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Alice the Cornac Cursed level 38
23rd Pyre 123rd year of Ascendancy at 14:12 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Alice the Cornac Cursed level 13
24th Dusk 122nd year of Ascendancy at 13:28 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Alice the Cornac Cursed level 33
29th Regrowth 123rd year of Ascendancy at 02:24 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Alice the Cornac Cursed level 25
2nd Decay 122nd year of Ascendancy at 12:45 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Alice the Cornac Cursed level 33
32nd Regrowth 123rd year of Ascendancy at 04:56 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Alice the Cornac Cursed level 43
79th Pyre 123rd year of Ascendancy at 16:26 see stats
Guiding Hand (Insane (Roguelike) difficulty)
Saved all escorted adventurers.By Alice the Cornac Cursed level 39
26th Pyre 123rd year of Ascendancy at 17:06 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 Alice the Cornac Cursed level 34
39th Regrowth 123rd year of Ascendancy at 19:47 see stats
Is that how it feels to be an escort quest?! (Insane (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Alice the Cornac Cursed level 42
42nd Pyre 123rd year of Ascendancy at 15:11 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Alice the Cornac Cursed level 10
9th Dusk 122nd year of Ascendancy at 21:54 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Alice the Cornac Cursed level 20
62nd Haze 122nd year of Ascendancy at 07:33 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Alice the Cornac Cursed level 30
11st Regrowth 123rd year of Ascendancy at 03:42 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Alice the Cornac Cursed level 40
27th Pyre 123rd year of Ascendancy at 12:44 see stats
Lucky Girl (Insane (Roguelike) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Alice the Cornac Cursed level 44
5th Flare 123rd year of Ascendancy at 16:36 see stats
Myths of an age past (Insane (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Alice the Cornac Cursed level 34
39th Regrowth 123rd year of Ascendancy at 21:27 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Alice the Cornac Cursed level 19
6th Haze 122nd year of Ascendancy at 14:57 see stats
Savior of the damsels in distress (Insane (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Alice the Cornac Cursed level 44
3rd Mirth 123rd year of Ascendancy at 18:52 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Alice the Cornac Cursed level 39
26th Pyre 123rd year of Ascendancy at 02:41 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Alice the Cornac Cursed level 25
1st Wintertide 123rd year of Ascendancy at 16:35 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Alice the Cornac Cursed level 34
39th Regrowth 123rd year of Ascendancy at 21:27 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Alice the Cornac Cursed level 7
2nd Summertide 122nd year of Ascendancy at 20:43 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Alice the Cornac Cursed level 34
39th Regrowth 123rd year of Ascendancy at 21:27 see stats
The Rat Lich (Insane (Roguelike) difficulty)
Killed the terrible Rat Lich.By Alice the Cornac Cursed level 31
26th Regrowth 123rd year of Ascendancy at 13:17 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Alice the Cornac Cursed level 29
4th Regrowth 123rd year of Ascendancy at 00:59 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Alice the Cornac Cursed level 43
2nd Mirth 123rd year of Ascendancy at 02:22 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Alice the Cornac Cursed level 7
79th Pyre 122nd year of Ascendancy at 12:55 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Alice the Cornac Cursed level 29
3rd Regrowth 123rd year of Ascendancy at 11:18 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Alice the Cornac Cursed level 23
79th Haze 122nd year of Ascendancy at 17:57 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Alice the Cornac Cursed level 16
43rd Dusk 122nd year of Ascendancy at 19:49 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Alice the Cornac Cursed level 40
28th Pyre 123rd year of Ascendancy at 23:40 see stats
Log
Melee retaliation hits Alice's Temporal Clone for 0 fire, 0 nature (0 total damage).
Mindrot hits Orc soldier for 0 mind, 0 darkness (0 total damage).
Mindrot hits Orc soldier for 0 mind, 0 darkness (0 total damage).
Mindrot hits Alice's Temporal Clone for 0 mind, 0 darkness (0 total damage).
Mindrot hits Alice for 2 mind, (5 antimagic), 0 darkness, 2 healing (2 total damage) [2 healing].
Alice's Temporal Clone hits Alice for 224 physical, 15 physical, (18 antimagic), 0 acid (239 total damage).
Alice gains 1% of a turn from Ancestral Life.
Alice HEALS from darkness damage!
Aryyamina the icy orc wyrmic's Netherblast hits Alice for (104 antimagic), 8 temporal, (69 antimagic), 0 darkness, 55 healing (8 total damage) [55 healing].
Alice gains 2% of a turn from Ancestral Life.
Aryyamina the icy orc wyrmic loses 12 health to the entropy.
Alice's Temporal Clone performs a melee critical strike against Alice!
Your hatred grows even as your life fades! (+39 hate)
Alice HEALS from darkness damage!
Melee retaliation hits Alice's Temporal Clone for 0 fire, 0 nature (0 total damage).
Mindrot hits Alice for 2 mind, (5 antimagic), 0 darkness, 2 healing (2 total damage) [2 healing].
Alice's Temporal Clone hits Alice for 665 physical, 15 physical, (18 antimagic), 0 acid (680 total damage).
Alice gains 0% of a turn from Ancestral Life.
Melee retaliation hits Orc soldier for 0 fire, 0 nature (0 total damage).
Orc soldier hits Alice for 19 physical, (3 antimagic), 0 nature (19 total damage).
Aryyamina the icy orc wyrmic casts Dark Whispers.
Aryyamina the icy orc wyrmic's spell attains critical power!
Alice shrugs off the critical damage!
Orc soldier is weakened by the gloom.
Alice HEALS from darkness damage!
Dark Whispers from Aryyamina the icy orc wyrmic hits Alice for (31 antimagic), 0 darkness, 25 healing (0 total damage) [25 healing].
Alice gains 1% of a turn from Ancestral Life.
Your hatred grows even as your life fades! (+12 hate)
Alice is no longer being stalked by Alice's Temporal Clone.
Saving game...

















































































































































