
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Items Vault 1.7.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. True Full Respec Mastery Boost 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Alternate Merchants 1.7.0Adds the forge-giant item crafting system from Hammer of Urh'Rok to Age of Ascendancy. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Orcs |
| Mode | Insane Semi-Roguelike (spicy) |
| Sex | Male |
| Race | Whitehoof |
| Class | Psyshot |
| Level / Exp | 47 / 36% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 120 (base 45) |
| Dexterity | 110 (base 60) |
| Constitution | 89 (base 60) |
| Magic | 78 (base 60) |
| Willpower | 98 (base 60) |
| Cunning | 122 (base 60) |
Resources
| Life | 1440/1440 |
| Steam | 130/130 |
| Equilibrium | 0 |
| Psi | 100/100 |
| Healing Factor | 2.029017014626 |
| Regeneration | 54.692598015173 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +110% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 174 |
| Accuracy | 83 |
| Crit Chance | 96% |
| APR | 45 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 187 |
| Accuracy | 81 |
| Crit Chance | 85% |
| APR | 68 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 72 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Mind
| Mindpower | 99 |
| Crit Chance | 66% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +39% |
| Nature | +59% |
| Fire | +43% |
| Mind | +48% |
| All | +33% |
Offense: Damage Penetration
| Nature | +20% |
| Physical | +5% |
| Light | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 73.335093952971 (47.857809501309%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 18 |
| Physical Save | 67 |
| Spell Save | 41 |
| Mental Save | 55 |
Defense: Resistances
| Acid | + 60%( 70%) |
| Blight | + 55%( 70%) |
| Arcane | + 52%( 70%) |
| Cold | + 70%( 70%) |
| All | + 50%( 70%) |
| Lightning | + 67%( 70%) |
| Light | + 62%( 70%) |
| Physical | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 59%( 70%) |
Defense: Immunities
| Stun Resistance | 57% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Pinning Resistance | 100% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.7 steam per turn. Can be activated for an instant burst of 69 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 150% efficiency and cooldown mod of 90%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 142% efficiency and cooldown mod of 60%. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.8 steam per turn. Can be activated for an instant burst of 69 steam. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 142 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Psytech gunnery | 2.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Psionic / Psionic fog | 2.10 |
| 4/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Steamtech / Dread | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Psionic / Action at a distance | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Avoidance | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Mechstar | 2.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Thoughts of iron | 2.10 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Psionic / Nightmare | 2.10 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 2.10 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 2.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 2.20 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Physics | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Steamtech / Engineering | 2.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Steamtech / Chemistry | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Steamtech / Blacksmith | 2.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Molten Iron Blood |
| talent | Automated Cloak Tessellation |
| talent | Negative Biofeedback |
| talent | Gestalt |
| talent | Embedded Restoration Systems |
| talent | Mechanical Arms |
| beneficial effect | You have 5 charges. Death Momentum |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Steam Powered Boots (10 def, 19 armour) 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +10 Str +13 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +19 Defense +10 (+3 eff.) Fatigue +8% Pinning- +50% ---------- misc Talents +4 Rocket Boots Generate 3 steam each time you walk. Boots. But with steam power! |
| Quiver | Anilathastir the Boltbait (19/19, 80-96 power, 17 apr) 3.0 T5 shot ammo [Random Unique] Master Power 80.0 - 96.0 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +25 Apr +17 Crit +24.0% Capacity 19 Proj.spd +200% Ranged+ +16 lightning On Crit.r2 +20 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 401 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +4 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | alchemist's lamp 'Cyramina'1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Con ----- def ----- Resists +7% blight +3% light +6% nature Phys.save +9 (+2 eff.) HP.reg +4.00 Heal.mod +15% ---------- misc Light +7 See.Invis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steam Powered Helm (4 def, 15 armour) 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +7 Str +7 Con dps ---------- Acc +16 (+3 eff.) ----- def ----- Armour +15 Defense +4 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% ---------- misc Light +6 A Helmet. But with steam power! |
| On hands | Steam Powered Gauntlets (0 def, 15 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +8 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +15 Disarm- +50% ---------- misc Talents +5 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | Elildann the voratun pickaxe (dig speed 8 turns)3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +13 Str +7 Dex +12 Wil dps ---------- Phys.crit +12.0% Spell.crit +3% Mind.crit +18% Crit.mult +20.00% Phys.pwr +17 (+3 eff.) Mov.spd +10% Apr +6 ----- def ----- Mind.save +12 (+4 eff.) ---------- misc Mana/turn +0.12 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Glowwinnow the gold ring0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +8 (+1 eff.) Dmg.mod +15% mind ----- def ----- Resists +30% fire +5% arcane +12% cold ---------- misc Light +3 Rings make your fingers look great! |
| On fingers | Shaderadiance0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +12 Cun +8 Dex dps ---------- Dmg.mod +6% darkness Acc +7 (+1 eff.) Melee Ret 2 mind On Hit (Melee): * 10% chance to reduce damage dealt by 39% ----- def ----- Max.HP +42.00 HP.reg +11.00 Heal.mod +12% Stun/Frz- +32% Rings make your fingers look great! |
| Around neck | Satyrnoon0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Mind.crit +2% Crit.mult +14.00% Mind.pwr +10 (+2 eff.) Acc +7 (+1 eff.) Apr +12 On Hit (Melee): * 20% chance to reduce all saves and defense by 49 ----- def ----- Resists +12% nature Mind.save +15 (+5 eff.) Amulets make your neck look great! |
| In main hand | swiftstrike voratun steamgun of true flight 4.0 T5 steamgun 1H weapon [Ego++] Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +800% On Hit.r1 +80 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +5 Cun dps ---------- Phys.crit +10.0% Phys.spd +10% Acc +12 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Beagothel the Morningmark 1.0 T5 belt armor [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Mind.pwr +13 (+2 eff.) Res.pen +15% light On Hit (Melee): * 20% chance to reduce all saves and defense by 49 ----- def ----- Fatigue -16% Resists +12% light Phys.save +8 (+2 eff.) ---------- misc Max.enc +40 Psi/ret +0.08 A belt that goes around your waist. |
| In off hand | Fulyrarion the living mindstar (17-19 power, 40 apr, nature damage) 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +13.0% Atk.spd 100% On Hit.r1 +60 20% chance of physical repulsion On Hit: * 14% chance to slow global speed by 79% * 10% chance to reduce armor by 42% While equipped: Stats +2 Str dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +6% nature Res.pen +5% physical Apr +2 Melee Ret 6 acid ----- def ----- Resists +15% lightning +19% fire +4% blight +25% cold Phys.save +12 (+3 eff.) Die.at -40.00 life Disease- +16% ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Psionic/Absorption Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Serpentine Cloak (20 def, 0 armour) 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+5 eff.) Resists +10% light +10% fire Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
| Main armor | Chromatic Harness (10 def, 22 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +22 Defense +10 (+3 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% fire +20% cold +20% acid Crit.chn- 28.00% Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Inventory
wild infusion of the psychic (res 35%; mental; dur 2; cd 16)0.1 infusion scroll [Ego] 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: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 35% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the psychic (range 6; phase 24; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 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%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 532; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 532 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 380; dur 3; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 380 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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: 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. |
4 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. |
2 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 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: 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. |
2 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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: 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. |
3 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 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: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 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. |
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. |
2 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: 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: Solid 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: 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. |
4 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: 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: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Sleetspike (34-51 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Arcane Power 34.0 - 51.0 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 mind +48 cold While equipped: Stats +6 Dex +7 Cun +8 Con ---------- misc Infravis +3 Massive two-handed battleaxes. |
Silibremina (48-72 power, 33 apr)3.0 T4 battleaxe 2H weapon [Rare] Arcane Power 48.0 - 72.0 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +33 Crit +7.5% Atk.spd 100% Phasing +26% On Crit.r2 +20 blight While equipped: Stats +5 Cun +4 Wil dps ---------- Spell.pwr +15 (+4 eff.) Melee Ret 6 blight ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +100.00 Massive two-handed battleaxes. |
Dethblyd (70-112 power, 18 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 70.0 - 112.0 Physical Uses 60% Mag, 130% Str Acc+ +0.4% crit mult (max 40%) Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
slime-covered voratun greatsword of ruin (62-100 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Disrupt/Master Power 62.5 - 100.0 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 19% chance to slow global speed by 79% While equipped: dps ---------- Phys.crit +7.0% Crit.mult +38.00% Apr +16 Massive two-handed swords. |
voratun greatsword of shearing (65-104 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Master Power 65.0 - 104.0 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +21% all Acc +12 (+2 eff.) Apr +16 Massive two-handed swords. |
Elolaith (24-34 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Arcane Power 24.0 - 33.6 Physical Uses 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +20 arcane +20 cold On Crit.r2 +16 acid While equipped: Stats +7 Wil dps ---------- Spell.pwr +30 (+8 eff.) S.pwr/crit +10 Sharp, long, and deadly. |
Berumnir the Flashsaw (32-45 power, 5 apr)3.0 T4 longsword 1H weapon [Rare] Nature Power 32.0 - 44.8 Physical Uses 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +11.5% Atk.spd 100% Melee+ +12 light On Crit.r2 +20 light While equipped: Stats +11 Str +11 Dex +11 Mag +11 Wil +11 Cun +11 Con dps ---------- Phys.crit +4.0% Apr +5 ----- def ----- Defense +20 (+5 eff.) Sharp, long, and deadly. |
flaming voratun mace of paradox (46-65 power, 6 apr)3.0 T5 mace 1H weapon [Ego] Arcane Power 46.5 - 65.1 Physical Uses 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +15 temporal On Hit.r1 +12 fire While equipped: ----- def ----- Resists +11% temporal Blunt and deadly. |
truestriking voratun mace of torment (46-64 power, 6 apr)3.0 T5 mace 1H weapon [Ego++] Master/Psionic Power 45.5 - 63.7 Physical Uses 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +8% physical Acc +23 (+4 eff.) Apr +10 Blunt and deadly. |
dwarven-steel dagger 'Kinarilar' (14-18 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 14.0 - 18.2 Physical Uses 50% Str, 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Phasing +30% Melee+ +20 blight While equipped: Stats +6 Cun dps ---------- Phys.crit +11.0% Spell.crit +3% Crit.mult +24.00% Spell.pwr +30 (+8 eff.) Res.pen +10% arcane Apr +11 ---------- misc Mana/s.crit +2.00 Sharp, short and deadly. |
chilling voratun dagger of daylight (40-51 power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Arcane Power 39.5 - 51.4 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 light +12 cold Against +18% Undead Sharp, short and deadly. |
Curevault (14-15 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 14.0 - 15.4 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +12 blight On Crit.r2 +8 nature While equipped: Stats +4 Cun dps ---------- Spell.crit +2% Mind.crit +4% Crit.mult +16.00% Mind.pwr +8 (+1 eff.) Dmg.mod +6% arcane ----- def ----- Resists +3% nature ---------- misc Mana/turn +0.12 Mana/s.crit +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Thermal Focus (14-15 power, 32 apr, fire damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 14.0 - 15.4 Fire Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+3 eff.) Dmg.mod +20% fire +20% cold Res.pen +12% fire +12% cold ----- def ----- Resists +20% fire +20% cold Spell.save +12 (+4 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
Eyal's Will (22-24 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 60% Wil, 50% Mag, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+3 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 134.01 slime damage for 15 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
living mindstar of frost (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 16.0 - 17.6 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 7 cold Dmg.mod +10% cold Res.pen +14% cold ----- def ----- Armour +10 Resists +9% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's living mindstar of flames (17-19 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 17.0 - 18.7 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) All.spd +6% Melee+ 12 fire Dmg.mod +8% nature +6% fire Res.pen +8% fire ----- def ----- Resists +5% blight +14% fire Disease- +20% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
scouring stralite steamsaw of massacre (40-61 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego+] Disrupt/Master/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +71 Uses 1.0 Steam While equipped: Stats +4 Con dps ---------- Melee+ 7 acid 19 nature On Hit (Melee): * 8 arcane resource burn On Melee Ret: * 10 arcane resource burn ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +12% acid +17% 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! |
Nithan's Force4.0 T5 sling 1H weapon [Unique] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 111% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 4.0 Pwr.cost 16 out of 16/16. Range 10 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 207% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Brilliant Auto-loading Orc Expeller4.0 T3 steamgun 1H weapon [Unique] Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Against +15% Humanoid +15% Giant ---------- misc Reload +1 Cooldown Supercharge Bullets -3 Overheat Bullets -3 Percussive Bullets -3 Combustive Bullets -3 A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
Frozenguile4.0 T3 steamgun 1H weapon [Random Unique] Arcane/Nature/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +14 lightning On Hit.r1 +4 lightning On Crit.r2 +12 lightning +25 cold On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: dps ---------- Mov.spd +36% Dmg.mod +15% lightning +18% cold Res.pen +21% lightning +16% cold Melee Ret 2 cold ----- def ----- Resists +12% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Lorymagen the voratun steamgun4.0 T5 steamgun 1H weapon [Rare] Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +800% Uses 2.0 Steam While equipped: Stats +7 Str dps ---------- Phys.pwr +10 (+2 eff.) Melee Ret 6 physical ----- def ----- Resists +30% lightning Crit.chn- 15.00% Die.at -80.00 life Blind- +20% Poison- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Scattermind (20/20, 17-20 power, 7 apr)3.0 T3 shot ammo [Unique] Nature/Psionic Power 17.0 - 20.4 Mind Uses 60% Dex, 50% Mag, 60% Cun Acc+ +0.2% base dam (max 20%) Apr +7 Crit +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
storming pouch of dwarven-steel shots of accuracy (20/20, 34-40 power, 3 apr)3.0 T3 shot ammo [Ego] Nature/Master Power 33.5 - 40.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +5 Apr +3 Crit +5.0% Capacity 20 Ranged+ +11 lightning On Crit.r2 +6 lightning Shots are used with slings to pummel your foes to death. |
Grinylevor the Icefame (39/39, 44-52 power, 5 apr)3.0 T4 shot ammo [Rare] Master Power 43.5 - 52.2 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 39 Ranged+ +12 acid +12 cold +12 mind On Hit.r1 +4 mind +4 cold On Crit.r2 +16 mind While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. |
Ivyba the Strikebender (18/18, 67-80 power, 6 apr)3.0 T5 shot ammo [Random Unique] Arcane/Nature/Master Power 67.0 - 80.4 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 18 Proj.spd +200% Ranged+ +4 lightning On Hit.r1 +20 lightning On Crit.r2 +20 lightning On Hit: * Create an explosion dealing 135 acid damage (1/turn) * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 286 physical damage Shots are used with slings to pummel your foes to death. |
arcing pouch of voratun shots of paradox (22/22, 57-68 power, 6 apr)3.0 T5 shot ammo [Ego] Arcane Power 57.0 - 68.4 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 22 Ranged+ +13 temporal On Hit: * 10% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 116 damage While equipped: Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots (20/20, 56-67 power, 6 apr)3.0 T5 shot ammo [Ego+] Psionic Power 56.0 - 67.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 20 Ranged+ +26 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 347 physical damage Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of disruption (21/22, 56-67 power, 6 apr)3.0 T5 shot ammo [Ego++] Disrupt/Psionic Power 56.0 - 67.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 22 Ranged+ +24 physical Against +16% 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% * 20% chance to knock the target back 3 spaces and deal 347 physical damage While equipped: Shots are used with slings to pummel your foes to death. |
voratun shield of crushing (0 def, 10 armour, 215 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +10 (+2 eff.) ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
elven-silk robe 'Shockwend' (0 def, 0 armour)2.0 T5 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +30% acid +30% temporal +29% darkness Res.pen +25% lightning Melee Ret 6 acid ----- def ----- Resists +6% lightning +43% darkness +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Death's Embrace (18 def, 18 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Cun +5 Mag dps ---------- Crit.mult +20.00% Spell.pwr +10 (+3 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+5 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 44, based on Cunning and Magic) for 10 turns. Uses 50 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
nimble drakeskin leather armour of command (40 def, 12 armour)9.0 T5 light armor [Ego++] Master/Psionic While equipped: Stats +5 Dex +5 Cun dps ---------- Mov.spd +20% ----- def ----- Armour +12 Defense +40 (+10 eff.) Fatigue +8% Mind.save +23 (+7 eff.) A suit of armour made of leather. |
radiant drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +21% blight +21% darkness ---------- misc Light +2 A suit of armour made of leather. |
rejuvenating iron mail armour of the deep (2 def, 6 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% acid +6% cold HP.reg +3.10 ---------- misc Stam/turn +0.80 Breathe water A suit of armour made of mail. |
enlightening stralite mail armour of lightning resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +6 Cun +6 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +21% lightning Mind.save +18 (+6 eff.) A suit of armour made of mail. |
noble's hardened leather belt of magery1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +11 Wil +5 Cun dps ---------- Spell.crit +5% Against +23% Summoned ----- def ----- D.Red.from +24% Summoned A belt that goes around your waist. |
Glitterraptor (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Con +5 Wil dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +15% light +12% fire Res.pen +8% physical Melee Ret 8 light ----- def ----- Armour +3 Resists +6% lightning +6% fire +6% light ---------- misc Light +3 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 33 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Shiverrazor the pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +8 Wil dps ---------- Mind.crit +4% Mind.pwr +25 (+4 eff.) Res.pen +15% cold ----- def ----- Armour +5 Fatigue -10% Resists +15% lightning +10% temporal Phys.save +28 (+7 eff.) Spell.save +14 (+5 eff.) Mind.save +11 (+4 eff.) ---------- misc Max.enc +33 Max.hate +4.00 A pair of boots made of leather. |
restorative pair of drakeskin leather boots of tirelessness (0 def, 5 armour)2.0 T5 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +5 HP.reg +6.00 Heal.mod +13% ---------- misc Stam/turn +0.70 Max.stam +37.00 A pair of boots made of leather. |
blood-soaked pair of voratun boots of spellbinding (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +5 Mag dps ---------- Phys.crit +6.0% Phys.pwr +5 (+1 eff.) Apr +5 ----- def ----- Armour +5 Fatigue +4% ---------- misc Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather hat 'Burnrebel' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Cun +3 Wil dps ---------- Mind.crit +5% Dmg.mod +15% light +18% fire Res.pen +15% fire ----- def ----- Armour +3 Fatigue +3% Resists +9% acid +11% fire +11% lightning +8% cold Mind.save +9 (+3 eff.) A hat made of leather. Very stylish. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-1 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-2 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 42.92 mind and 40.31 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 30% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 30. Terrified: Deals 10.36 mind and 9.73 darkness damage per turn and increases cooldowns by 46%. Haunted: Causes the target to suffer 16.60 mind and 15.59 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Singeraider (3 def, 0 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +2 Dex +8 Wil +9 Cun dps ---------- Dmg.mod +20% acid +9% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 49 ----- def ----- Defense +3 (+1 eff.) Resists +30% acid Crit.chn- 15.00% A pointy cloth hat, very wizardly... |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
10 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
29 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. |
43 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
38 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. |
31 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. |
23 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con 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 Mag +5 Con 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. |
Ureslak's Focus0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
51 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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
iron back support0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -4% ---------- misc Max.enc +10 Tinkers can be attached to normal items to improve them with steam power! |
stralite deflection field0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +8 (+2 eff.) Proj.slow +20% Tinkers can be attached to normal items to improve them with steam power! |
powerful fungal web0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 75 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel armour reinforcement0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! |
powerful second skin0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Tinkers can be attached to normal items to improve them with steam power! |
iron rocket boots0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder0.0 T4 steamtech tinker [Unique] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
well-made explosive shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
good acid groove0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft lightning coil0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 19] simple frost salve [power 19]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 150% efficiency and 90% cooldown modifier. Remove 1 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 28] powerful frost salve [power 28]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 150% efficiency and 90% cooldown modifier. Remove 2 physical effects and grants a frost aura (28% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 240] simple healing salve [power 240]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 150% efficiency and 90% cooldown modifier. Heal 240 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent water salve [power 24] potent water salve [power 24]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 150% efficiency and 90% cooldown modifier. Remove 1 mental effects and grants a water aura (24% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing water salve [power 37] amazing water salve [power 37]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 150% efficiency and 90% cooldown modifier. Remove 3 mental effects and grants a water aura (37% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Entropy (1/1)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 128% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 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. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+0 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+3 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 151 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
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 Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Arthalarin the Whitehoof Psyshot level 2
10th Retaking 124th year of Ascendancy at 13:26 see stats
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Arthalarin the Whitehoof Psyshot level 13
32nd Retaking 124th year of Ascendancy at 06:56 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Arthalarin the Whitehoof Psyshot level 2
10th Retaking 124th year of Ascendancy at 12:53 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Arthalarin the Whitehoof Psyshot level 33
6th Dearth 124th year of Ascendancy at 17:17 see stats
Got eggs? (Insane (Adventure) difficulty)
Finish the Pikataclysm event.By Arthalarin the Whitehoof Psyshot level 20
4th Pain 124th year of Ascendancy at 14:37 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Arthalarin the Whitehoof Psyshot level 10
24th Retaking 124th year of Ascendancy at 19:26 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Arthalarin the Whitehoof Psyshot level 20
4th Pain 124th year of Ascendancy at 14:24 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Arthalarin the Whitehoof Psyshot level 30
1st Dearth 124th year of Ascendancy at 08:32 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Arthalarin the Whitehoof Psyshot level 40
35th Loss 124th year of Ascendancy at 20:35 see stats
Reclaiming Garkul's Heritage (Insane (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Arthalarin the Whitehoof Psyshot level 39
2nd Loss 124th year of Ascendancy at 06:14 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Arthalarin the Whitehoof Psyshot level 25
37th Pain 124th year of Ascendancy at 05:44 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Arthalarin the Whitehoof Psyshot level 18
4th Pain 124th year of Ascendancy at 10:33 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Arthalarin the Whitehoof Psyshot level 44
12nd Destruction 124th year of Ascendancy at 03:04 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Arthalarin the Whitehoof Psyshot level 2
10th Retaking 124th year of Ascendancy at 12:53 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Arthalarin the Whitehoof Psyshot level 2
10th Retaking 124th year of Ascendancy at 12:53 see stats
Log
Arthalarin uses Condensate.
The fabric of time around Automated Defense System stabilizes to normal.
The powerful time-altering energies generate a restoration field on Automated Defense System.
Arthalarin hits Automated Defense System for (86 to time), 269 fire (269 total damage).
Automated Defense System casts Wraithform.
Automated Defense System turns into a wraith.
Automated Defense System receives 30 healing from Temporal Restoration Field.
Automated Defense System uses Explosive Saw.
Automated Defense System's tinker attains critical power!
Automated Defense System's tinker attains critical power!
Arthalarin shoots!
Arthalarin uses Boiling Shot.
You collect a new ingredient: mechanical core (1).
Option unlocked: New Class: Annihilator (Tinker)
Quest 'Research. Tinker. Annihilate.' is done! (Press 'j' to see the quest log)
Quest 'Research. Tinker. Annihilate.' status updated! (Press 'j' to see the quest log)
Arthalarin's Boiling Shot hits Automated Defense System for 1105 physical, 572 fire (1678 total damage).
Arthalarin's Boiling Shot killed Automated Defense System!
The psionic shield around Arthalarin crumbles.
Talent Improved Gestalt is ready to use.
Arthalarin picks up (P.): voratun greatsword of shearing (65-104 power, 4 apr).
Arthalarin picks up ( .): enlightening stralite mail armour of lightning resistance (4 def, 8 armour).
Talent Condensate is ready to use.
Ran for 2 turns (stop reason: something interesting).
Arthalarin deactivates his cloak's restoration systems.
A psionic shield forms around Arthalarin.














































































































































































