Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Live-Updating Locked Tooltip 1.7.6Allows information in locked tooltips to be updated. Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Extra Hotkeys 1.6.7Adds 36 hotkey slots in addition to the default 60, allowing you to put 36 more talents or items on your talent bar. Changelog1.0.0: Weight: 8314756 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Inventory Keys (without item letters) 1.7.6Improves keyboard navigation in the inventory and equipment dialogs. 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:
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 Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Plenum Tooltip Custom Edit 1.7.4Plenum 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 50 / 301% |
| Size | medium |
| Lifes / Deaths | Killed by Adimiwyn the orc pyromancer at level 33 on the 7th Dusk 123rd year of Ascendancy at 02:08 0 / 7Killed by corrupted acidic digestor at level 34 on the 10th Dusk 123rd year of Ascendancy at 20:05 Killed by mecharachnid (servant of ANNIHILARIOUS) at level 34 on the 11st Dusk 123rd year of Ascendancy at 15:06 Killed by mecharachnid (servant of ANNIHILARIOUS) at level 35 on the 17th Dusk 123rd year of Ascendancy at 10:43 Killed by mecharachnid (servant of ANNIHILARIOUS) at level 35 on the 18th Dusk 123rd year of Ascendancy at 10:35 Killed by mecharachnid (servant of ANNIHILARIOUS) at level 36 on the 19th Dusk 123rd year of Ascendancy at 06:57 Killed by overpowered greater multi-hued wyrm at level 43 on the 23rd Haze 123rd year of Ascendancy at 10:16 |
| Antimagic | Follower |
Primary Stats
| Strength | 25 (base 20) |
| Dexterity | 79 (base 60) |
| Constitution | 59 (base 53) |
| Magic | 18 (base 12) |
| Willpower | 35 (base 35) |
| Cunning | 102 (base 61) |
Resources
| Life | 1057/1057 |
| Steam | 139/139 |
| Equilibrium | 30 |
| Psi | 125/125 |
| Healing Factor | 1.3251133323992 |
| Regeneration | 0.3312783330998 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 9 |
| Infravision | 19.160696125856 |
| See Stealth | 42 |
| See Invisible | 40 |
Offense: Barehand
| Damage | 17 |
| Accuracy | 70 |
| Crit Chance | 27% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 66 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Light | +16% |
| Physical | +9% |
| Arcane | +3% |
| Fire | +15% |
| All | 0% |
Offense: Damage Penetration
| Acid | +26% |
| Mind | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 5 |
| Physical Save | 44 |
| Spell Save | 26 |
| Mental Save | 41 |
Defense: Resistances
| Lightning | + 35%( 70%) |
| Acid | + 29%( 70%) |
| Darkness | + 38%( 70%) |
| Cold | + 28%( 70%) |
| Mind | + 23%( 70%) |
| Physical | + 20%( 70%) |
| Fire | + 27%( 70%) |
| All | + 18%( 70%) |
Defense: Immunities
| Bleed Resistance | 0% |
| Instadeath Resistance | 100% |
Inscriptions (5/5)
| Implants | Effective talent level: 2.5 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 13.5 steam per turn. Can be activated for an instant burst of 67 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 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 121% efficiency and cooldown mod of 50%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 2.5 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 228% efficiency and cooldown mod of 85%. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 992% 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 Cunning stat. |
| Implants | Effective talent level: 2.5 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 15.4 steam per turn. Can be activated for an instant burst of 77 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemical warfare | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Steamtech / Demolition | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Steamtech / Mecharachnid | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Miasma Engine |
| talent | Shock Grenade |
| talent | Exoskeleton |
| talent | Rocket Pod |
| talent | Antimagic Shield |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 45% and triggers a radius 9 conal explosion dealing 47% steamgun damage. 3 stacks remaining. Reactive Armor |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You failed to protect the lone alchemist from death by shadow. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Xanona the vampire lord. Escort: lost defiler (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the worried loremaster from death by snow giant boulder thrower. Escort: worried loremaster (level 2 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Cunning 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 3. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed xorn fragment. * You've found the needed pouch of luminous horror dust. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed chunk of ghoul flesh. * You've found the needed vampire lord fang. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed black mamba head. * You've found the needed vial of wight ectoplasm. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Tool | Sunmire the elven-wood totem of healing [power 434] (15 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: Stats +6 Dex +6 Con dps ---------- Dmg.mod +18% acid +15% fire Res.pen +26% acid ----- def ----- Crit.dmg- 10.00% ---------- misc Infravis +3 Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| Light source | Torifang the alchemist's lamp 1.0 T3 lite [Rare] Psionic While equipped: Stats +2 Str dps ---------- Crit.mult +20.00% Dmg.mod +16% light +9% physical ----- def ----- Defense +21 (+7 eff.) Resists +6% lightning +3% physical +6% mind Phys.save +15 (+5 eff.) Spell.save +14 (+7 eff.) Mind.save +16 (+5 eff.) ---------- misc Light +8 See.Stealth +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Mayytira (13 def, 6 armour) 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Str +8 Dex +14 Cun dps ---------- Dmg.mod +3% arcane Res.pen +25% mind Acc +12 (+3 eff.) On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +13 (+4 eff.) Fatigue +5% Resists +14% acid +25% darkness +11% fire +15% lightning +12% cold ---------- misc Infravis +16 Sight +3 See.Stealth +25 See.Invis +31 Blind-Fight: No penalty when attacking invisible/stealthed A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Inventory
medical injector implant (efficiency 179% / cooldown 57%)0.1 T1 implant scroll [Normal] 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 179% efficiency and cooldown mod of 57%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 170% / cooldown 91%)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 170% efficiency and cooldown mod of 91%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 180% / cooldown 93%)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 180% efficiency and cooldown mod of 93%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 12)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.6 steam per turn. Can be activated for an instant burst of 63 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.4 steam per turn. Can be activated for an instant burst of 37 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 5)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.1 steam per turn. Can be activated for an instant burst of 25 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the warrior (die at -430; dur 8; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -430 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 430 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
regeneration infusion of the warrior (heal 564; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 564 life over 5 turns. 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. |
wild infusion of the duelist (res 37%; mental, physical; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 physical effect and reduce all damage taken by 37% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the sneak (range 8; phase 23; cd 20)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 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 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 3; phase 13; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 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 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, mind, lightning)0.1 rune scroll [Unique] 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 Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 3 physical, 5 mind, 3 lightning Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 38; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 38 with a minimum range of 15. Its effects scale with your Magic 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: Antimagic 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: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 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: 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: 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: 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. |
2 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. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
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. |
schematic: Rustproof 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: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
2 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. |
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. |
2 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: 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. |
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. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Tome of Wildfire0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
Arilevea the Airworm0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% lightning Res.pen +10% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 30% Amulets make your neck look great! |
copper amulet 'Gloretha'0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% mind ----- def ----- Resists +12% blight +2% physical +5% arcane Max.HP +40.00 ---------- misc Stam/turn +2.00 Masteries +0.14 Steamtech/Physics Amulets make your neck look great! |
restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
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. |
Elilenne the Chillbreak0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +6 Wil dps ---------- Res.pen +10% cold Melee Ret 2 lightning ----- def ----- Resists +3% cold +11% temporal Pinning- +22% Knockbk- +27% ---------- misc Infravis +2 Amulets make your neck look great! |
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 (+7 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. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Unruralen the gold amulet0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +2 Dex dps ---------- Mind.crit +2% Crit.mult +24.00% Mind.pwr +10 (+3 eff.) Acc +7 (+2 eff.) Apr +12 On Hit (Melee): * 20% chance to reduce all saves and defense by 37 ----- def ----- Die.at -80.00 life ---------- misc Equi/ret +0.08 Max.stam +30.00 Amulets make your neck look great! |
Ebonyroar the stralite amulet0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +2 Mag +7 Cun dps ---------- Res.pen +25% darkness ----- def ----- Armour +10 Resists +9% mind Max.HP +100.00 Disease- +20% Amulets make your neck look great! |
Frostdream the stralite amulet0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +8 Dex +9 Cun +7 Con dps ---------- Mov.spd +10% Res.pen +10% cold ----- def ----- Armour +6 Fatigue -9% Resists +6% acid +18% light HP.reg +5.00 Blind- +20% Disarm- +20% ---------- misc Stam/turn +1.30 Amulets make your neck look great! |
Khelista0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +6 Str +10 Dex +3 Con dps ---------- Apr +3 ----- def ----- Armour +12 Fatigue -9% HP.reg +5.00 Amulets make your neck look great! |
Starsting0.1 T4 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Dmg.mod +24% light On Hit (Melee): * 20% chance to slow global speed by 66% ----- def ----- Armour +8 Defense +31 (+10 eff.) Resists +26% blight +21% nature +5% arcane Die.at -82.75 life Heal.mod +15% Poison- +44% Disease- +44% Disarm- +20% Amulets make your neck look great! |
stralite amulet 'Dawnsage'0.1 T4 amulet jewelry [Rare] Disrupt While equipped: Stats +5 Dex +2 Mag +10 Wil +2 Cun dps ---------- Res.pen +25% light ----- def ----- Resists +23% blight +26% nature +6% light Poison- +44% Disease- +41% Amulets make your neck look great! |
Boridogar the Cloudbloom0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Res.pen +20% lightning Apr +2 Melee Ret 8 lightning ----- def ----- Armour +7 Defense +11 (+4 eff.) Resists +3% blight +30% temporal Res.Cap +7% all Phys.save +41 (+14 eff.) Spell.save +25 (+12 eff.) Mind.save +22 (+7 eff.) Pinning- +50% Knockbk- +32% Amulets make your neck look great! |
Icepower0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +2 Con dps ---------- Res.pen +25% cold Melee Ret 6 cold ----- def ----- Resists +12% acid +9% temporal +44% mind Confus- +50% Amulets make your neck look great! |
voratun amulet 'Nimbusqueller'0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +5 Dex dps ---------- Phys.crit +3.0% Dmg.mod +15% lightning +15% temporal Res.pen +10% lightning +25% physical Melee Ret 10 cold ----- def ----- Resists +30% lightning Phys.save +6 (+2 eff.) Stun/Frz- +43% Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Eilinolena the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +31% lightning +1% physical Mind.save +3 (+1 eff.) Rings make your fingers look great! |
Hymatir0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +6 Str +4 Dex ----- def ----- Resists +3% physical Mind.save +12 (+4 eff.) Confus- +25% Rings make your fingers look great! |
Jetbright the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Mag +3 Wil dps ---------- Dmg.mod +10% lightning Res.pen +5% darkness ----- def ----- Resists +20% lightning +3% fire Crit.dmg- 10.00% Rings make your fingers look great! |
savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+2 eff.) Rings make your fingers look great! |
Blinddash the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +7 (+2 eff.) Melee Ret 4 lightning 6 darkness ----- def ----- Resists +6% lightning +24% fire +18% darkness Rings make your fingers look great! |
Boruchik the Strikerain0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% lightning Res.pen +10% lightning ----- def ----- Resists +18% blight +6% acid Mind.save +7 (+2 eff.) Confus- +28% Rings make your fingers look great! |
Elunor0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +7 Cun +5 Wil dps ---------- Dmg.mod +12% acid +13% cold On Hit (Melee): * 20% chance to reduce armor by 36% ----- def ----- Resists +26% cold Crit.dmg- 15.00% Rings make your fingers look great! |
Natureswift0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid +6% nature +15% mind Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce armor by 36% ----- def ----- Resists +6% nature Max.HP +26.00 Disarm- +23% Pinning- +30% Knockbk- +28% Rings make your fingers look great! |
Thunderwake0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +13% acid ----- def ----- Resists +26% acid +6% darkness +3% blight +18% cold +18% lightning Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 12.53 cold and 13.66 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Xaniriamina0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +4 Con dps ---------- Spell.pwr +10 (+3 eff.) Acc +5 (+2 eff.) ----- def ----- Phys.save +4 (+1 eff.) ---------- misc Stam/turn +3.00 Vim/s.crit +1.00 Rings make your fingers look great! |
steel ring of speed0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +11% Acc +5 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Blinding Speed: (Instant) Puts all charms on 40 cooldown Level 4.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 37% for 5 turns. Rings make your fingers look great! |
Beryntir the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Spell.pwr +10 (+3 eff.) S.pwr/crit +4 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Resists +12% blight HP.reg +3.00 Stun/Frz- +35% ---------- misc Max.mana +80.00 Max.vim +20.00 Rings make your fingers look great! |
Betiranne the Ravenworth0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Mind.pwr +10 (+3 eff.) Res.pen +15% darkness +5% mind On Hit (Melee): * 10% chance to reduce damage dealt by 30% ----- def ----- Fatigue -6% ---------- misc Max.enc +23 Psi/ret +0.04 Rings make your fingers look great! |
Coalfear0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +5 Wil +5 Cun +4 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +12% darkness Melee Ret 2 lightning ----- def ----- Resists +6% darkness Crit.dmg- 5.00% ---------- misc Light +1 Rings make your fingers look great! |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Layytha0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +5 Cun +4 Wil dps ---------- Dmg.mod +33% physical Res.pen +20% physical Melee Ret 4 acid ----- def ----- Resists +17% physical ---------- misc Light +2 Rings make your fingers look great! |
gold ring 'Drynarigorn'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% lightning +3% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 37 ----- def ----- Armour +6 Resists +26% lightning +5% arcane +6% light Disease- +20% Rings make your fingers look great! |
Zerivor the Lustrebreak0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +4 Str +2 Dex +14 Wil +12 Cun dps ---------- Mind.pwr +13 (+3 eff.) ----- def ----- Resists +6% light +12% mind Crit.dmg- 10.00% ---------- misc Light +3 Rings make your fingers look great! |
Cracklequill the voratun ring0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning ----- def ----- Armour +6 Resists +9% mind +4% physical Crit.dmg- 15.00% Mind.save +15 (+5 eff.) Max.HP +89.00 Disarm- +71% Confus- +21% Pinning- +71% Knockbk- +48% Rings make your fingers look great! This item has been sent to the Item's Vault. |
Poltergeist's Gravitational Staff (136% power, 8 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 35 [Unique] Arcane Power 136% Range: 1.2x Uses 80% Mag Dmg Gravity pin Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+7 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical Stun/Frz- +30% ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 4.5 Pwr.cost 14 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 120.35 physical (gravity) damage. Each target moved beyond the first increases the damage by 15.04 (up to a maximum of 60.18 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Poltergeist's Staff of Bones (120% power, 4 apr, cold element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 120% Range: 1.2x Uses 150% Mag Dmg Cold Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+6 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ----- def ----- Stun/Frz- +30% ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). This staff offers 20% bonus to darkness, blight, acid, cold damage. (included above) A staff made out of the bones of fallen foes. Disgustingly powerful. |
Razorlock (129% power, 24 apr)3.0 T5 steamsaw 2H weapon Reqs Str 40 [Unique] Steamtech Power 129% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +150 Recurse +2 Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +11 (+4 eff.) Fatigue +13% ---------- misc Talents +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
Turugodar the voratun longsword (151% power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +21 blight On Hit: 20% Epidemic 5 On Hit: * 17% chance to reduce strength, dexterity, and constitution by 27 While equipped: dps ---------- Phys.crit +13.0% Spell.crit +4% Crit.mult +35.00% Phys.pwr +5 (+2 eff.) Phasing +20% Acc +14 (+4 eff.) Apr +10 ----- def ----- Defense +11 (+4 eff.) Disease- +35% Disarm- +42% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +3.10 Mana/turn +0.04 Sharp, long, and deadly. |
Life Drinker (152% power, 11 apr)1.0 T5 dagger 1H weapon Reqs Mag 44 [Unique] Arcane Power 152% Range: 1.3x Uses 55% Mag, 35% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+4 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 3.5 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 18.68 acid and 15.83 blight damage. If not cleared after five turns it will inflict 89.90 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
S.H. Spear4.0 T3 steamgun 1H weapon [Unique] Psionic/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 90% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Mind.crit +2% Steampwr +5 (+1 eff.) Mind.pwr +10 (+3 eff.) Steam.spd +10% Mind.spd +10% ---------- misc Cooldown Boiling Shot -1 Vacuum Shot -1 Blunt Shot -1 This gun is engraved with a strange material which focuses mental powers. It seems like your mind will operate even faster with this equipped. |
pouch of voratun shots 'Duskmark' (22/22, 182% power, 6 apr)3.0 T5 shot ammo [Random Unique] Nature/Master/Psionic Power 182% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +24.0% Capacity 22 Proj.spd +263% Ranged+ +40 physical +26 darkness +33 fire On Crit.r2 +14 fire On Hit: * 20% chance to knock the target back 3 spaces and deal 254 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: ---------- misc Reload +5 Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. |
Crimson Robe (12 def, 0 armour)2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+5 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+4 eff.) Resists +15% all ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.10 Psionic/Solipsism +0.20 Cursed/Slaughter +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +10 (+3 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +0% all +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+10 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Glowtide1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +1 Wil +2 Cun +6 Con dps ---------- Mind.crit +2% Mind.pwr +8 (+2 eff.) Dmg.mod +3% light +18% mind Res.pen +15% mind ----- def ----- Defense +17 (+6 eff.) Mind.save +14 (+4 eff.) Stealth +12 HP.reg +2.60 Heal.mod +30% ---------- misc Hate/m.crit +1.00 A belt that goes around your waist. |
IMITATION1.0 T5 belt armor [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Phys.crit +6.0% Crit.mult +12.00% Phys.pwr +5 (+2 eff.) Melee Ret 6 lightning ----- def ----- Armour +2 Resists +25% acid +1% physical +3% darkness +15% blight +16% fire +10% cold +10% lightning Phys.save +9 (+3 eff.) Mind.save +15 (+5 eff.) Max.HP +69.00 Stun/Frz- +23% A belt that goes around your waist. |
MAMMAL1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Con dps ---------- Mind.pwr +10 (+3 eff.) Res.pen +20% mind On Hit (Melee): * 20 arcane resource burn * 23% chance to reduce all saves and defense by 37 ----- def ----- Defense +23 (+8 eff.) Resists +10% acid +6% temporal +6% fire +7% cold +16% lightning Mind.save +15 (+5 eff.) Stealth +15 Max.HP +70.00 A belt that goes around your waist. |
Demonstreak the drakeskin leather belt1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +3 Mag +9 Wil +13 Cun +9 Lck dps ---------- Res.pen +10% darkness Against +40% Summoned On Hit (Melee): * 20% chance to reduce damage dealt by 30% ----- def ----- D.Red.from +34% Summoned Spell.save +9 (+4 eff.) Stealth +12 HP.reg +3.60 Heal.mod +30% ---------- misc T.Disarm +30 Max.stam +30.00 Infravis +6 A belt that goes around your waist. This item has been sent to the Item's Vault. |
Shoes of Moving Quickly (10 def, 12 armour) 2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Armour +12 Defense +10 (+3 eff.) Fatigue +3% Phys.save +15 (+5 eff.) Pinning- +125% Knockbk- -75% Teleport- +100% You move 3 spaces at once. Accurately? Less so. This item has been sent to the Item's Vault. |
Festeridol (0 def, 7 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str dps ---------- Res.pen +10% nature ----- def ----- Armour +7 Fatigue +3% Resists +9% nature +9% lightning Max.HP +40.00 HP.reg +4.00 Heal.mod +10% Stun/Frz- +10% A hat made of leather. Very stylish. |
Eastern Wood Hat (15 def, 0 armour)2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+10 eff.) Apr +15 ----- def ----- Defense +15 (+5 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery Blind-Fight: No penalty when attacking invisible/stealthed This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. This item has been sent to the Item's Vault. |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
3 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
5 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. |
5 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. |
8 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 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
3 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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
7 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. |
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. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
4 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 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. |
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. |
9 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 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. |
9 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 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. |
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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
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. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
888 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. |
54 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Sleettitan1.0 T3 lite [Rare] Nature While equipped: Stats +4 Mag +2 Cun +2 Con dps ---------- Res.pen +20% cold Melee Ret 4 cold ----- def ----- Phys.save +8 (+3 eff.) Heal.mod +15% ---------- misc Light +7 See.Invis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
BLICKER1.0 T5 lite [Random Unique] Psionic While equipped: Stats +7 Wil dps ---------- Dmg.mod +14% mind +9% light Res.pen +5% mind On Hit (Melee): * 10% chance to slow global speed by 66% * 20 arcane resource burn ----- def ----- Defense +10 (+3 eff.) Resists +18% light +3% fire Phys.save +20 (+7 eff.) Spell.save +19 (+9 eff.) Mind.save +48 (+16 eff.) ---------- misc Light +5 See.Stealth +50 See.Invis +48 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
TRACKA1.0 T5 lite [Random Unique] Master/Psionic While equipped: dps ---------- Mind.crit +22% Mind.pwr +22 (+6 eff.) Dmg.mod +3% darkness Res.pen +10% nature On Hit (Melee): * 20% chance to slow global speed by 66% * 20% chance to reduce damage dealt by 30% ----- def ----- Resists +3% acid +6% darkness +3% blight Mind.save +21 (+7 eff.) Blind- +47% Confus- +26% ---------- misc Light +16 See.Stealth +22 See.Invis +25 Track: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 30 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
voratun back support0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -20% ---------- misc Max.enc +50 Tinkers can be attached to normal items to improve them with steam power! |
perfect ablative armour0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +10 Crit.dmg- 35.00% Tinkers can be attached to normal items to improve them with steam power! |
voratun crystal plating0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +10 Con Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel spike attachment0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 30 physical ----- def ----- Armour +12 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
steel grounding strap0.0 T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +12% lightning Stun/Frz- +20% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grounding strap0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! |
voratun grounding strap0.0 T5 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +30% lightning Stun/Frz- +50% Tinkers can be attached to normal items to improve them with steam power! |
steel kinetic stabiliser0.0 T2 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +6 (+2 eff.) Pinning- +10% Knockbk- +10% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
voratun grip0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +100% ---------- misc Talents +5 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel saw projector0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
steel toxic cannister launcher0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
stralite toxic cannister launcher0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +4 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
voratun viral needlegun0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Viral Needlegun Tinkers can be attached to normal items to improve them with steam power! |
well-made head lamp0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +9 (+3 eff.) ---------- misc Light +5 Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulator0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun ----- def ----- Mind.save +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
well-made corrosive shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Corrosive Shell Tinkers can be attached to normal items to improve them with steam power! |
good explosive shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
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! |
perfect explosive shell0.0 T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +5 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect magnetic shell0.0 T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +5 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel shocking edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +35% Undead +35% Demon +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
good thunderclap coating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
well-made thunderclap coating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +60 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
perfect thunderclap coating0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +90 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft winterchill edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 29] amazing fiery salve [power 29]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 121% efficiency and 50% cooldown modifier. Remove 3 magical effects and grants a fiery aura (29% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 22] powerful frost salve [power 22]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 121% efficiency and 50% cooldown modifier. Remove 2 physical effects and grants a frost aura (22% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 189] simple healing salve [power 189]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 121% efficiency and 50% cooldown modifier. Heal 189 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing healing salve [power 426] amazing healing salve [power 426]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 121% efficiency and 50% cooldown modifier. Heal 426 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent pain suppressor salve [power 213] potent pain suppressor salve [power 213]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 121% efficiency and 50% cooldown modifier. Let you fight up to -213 life and reduces all damage by 17% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing pain suppressor salve [power 372] amazing pain suppressor salve [power 372]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 121% efficiency and 50% cooldown modifier. Let you fight up to -372 life and reduces all damage by 29% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
potent water salve [power 18] potent water salve [power 18]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 121% efficiency and 50% cooldown modifier. Remove 1 mental effects and grants a water aura (18% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing water salve [power 29] amazing water salve [power 29]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 121% efficiency and 50% cooldown modifier. Remove 3 mental effects and grants a water aura (29% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 5.5 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 64.84 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 19 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 272.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Isluma the stralite torque of mindblast [power 330] (15 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% physical ----- def ----- Phys.save +12 (+4 eff.) Die.at -40.00 life Blast the opponent's mind dealing 330 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Increase 2 buffs' duration by 2. Res.pen: + 18% all for 2 turns. Gain 27% evasion for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of summon tentacle 'Porunn' [power 345] (25 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +2 Cun dps ---------- Mind.crit +4% Res.pen +10% mind ----- def ----- Resists +6% acid +9% nature Die.at -60.00 life Disarm- +10% Summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 773 Base Damage: 395 Armor: 34 All Resist: 17 Puts all charms on 25 cooldown Cleanse 3 disease/wound/poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By ANNIHILARIOUS the Cornac Annihilator level 34
14th Dusk 123rd year of Ascendancy at 16:16 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By ANNIHILARIOUS the Cornac Annihilator level 50
1st Allure 124th year of Ascendancy at 17:55 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By ANNIHILARIOUS the Cornac Annihilator level 33
7th Dusk 123rd year of Ascendancy at 17:34 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By ANNIHILARIOUS the Cornac Annihilator level 26
79th Pyre 123rd year of Ascendancy at 04:23 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By ANNIHILARIOUS the Cornac Annihilator level 40
16th Haze 123rd year of Ascendancy at 07:38 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By ANNIHILARIOUS the Cornac Annihilator level 42
23rd Haze 123rd year of Ascendancy at 00:36 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By ANNIHILARIOUS the Cornac Annihilator level 47
74th Haze 123rd year of Ascendancy at 22:42 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By ANNIHILARIOUS the Cornac Annihilator level 38
35th Dusk 123rd year of Ascendancy at 00:42 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By ANNIHILARIOUS the Cornac Annihilator level 17
7th Pyre 123rd year of Ascendancy at 10:05 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By ANNIHILARIOUS the Cornac Annihilator level 36
20th Dusk 123rd year of Ascendancy at 05:14 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By ANNIHILARIOUS the Cornac Annihilator level 35
16th Dusk 123rd year of Ascendancy at 14:33 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By ANNIHILARIOUS the Cornac Annihilator level 45
47th Haze 123rd year of Ascendancy at 06:26 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By ANNIHILARIOUS the Cornac Annihilator level 20
38th Pyre 123rd year of Ascendancy at 23:25 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By ANNIHILARIOUS the Cornac Annihilator level 45
63rd Haze 123rd year of Ascendancy at 00:41 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By ANNIHILARIOUS the Cornac Annihilator level 26
73rd Pyre 123rd year of Ascendancy at 02:34 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By ANNIHILARIOUS the Cornac Annihilator level 43
23rd Haze 123rd year of Ascendancy at 12:38 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By ANNIHILARIOUS the Cornac Annihilator level 10
9th Allure 123rd year of Ascendancy at 16:21 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By ANNIHILARIOUS the Cornac Annihilator level 20
37th Pyre 123rd year of Ascendancy at 20:55 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By ANNIHILARIOUS the Cornac Annihilator level 30
2nd Dusk 123rd year of Ascendancy at 23:11 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By ANNIHILARIOUS the Cornac Annihilator level 40
14th Haze 123rd year of Ascendancy at 18:39 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By ANNIHILARIOUS the Cornac Annihilator level 50
2nd Wintertide 124th year of Ascendancy at 20:45 see stats
May the 4th be with you!
.By ANNIHILARIOUS the Cornac Annihilator level 16
1st Time of Balance 123rd year of Ascendancy at 08:40 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By ANNIHILARIOUS the Cornac Annihilator level 50
31st Regrowth 124th year of Ascendancy at 02:02 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By ANNIHILARIOUS the Cornac Annihilator level 50
1st Regrowth 124th year of Ascendancy at 05:21 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By ANNIHILARIOUS the Cornac Annihilator level 50
15th Regrowth 124th year of Ascendancy at 21:48 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By ANNIHILARIOUS the Cornac Annihilator level 27
8th Flare 123rd year of Ascendancy at 07:48 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By ANNIHILARIOUS the Cornac Annihilator level 27
1st Flare 123rd year of Ascendancy at 03:53 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By ANNIHILARIOUS the Cornac Annihilator level 37
21st Dusk 123rd year of Ascendancy at 03:04 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By ANNIHILARIOUS the Cornac Annihilator level 22
61st Pyre 123rd year of Ascendancy at 21:31 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By ANNIHILARIOUS the Cornac Annihilator level 12
5th Regrowth 123rd year of Ascendancy at 15:35 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By ANNIHILARIOUS the Cornac Annihilator level 37
20th Dusk 123rd year of Ascendancy at 20:51 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By ANNIHILARIOUS the Cornac Annihilator level 7
3rd Decay 122nd year of Ascendancy at 00:34 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By ANNIHILARIOUS the Cornac Annihilator level 44
32nd Haze 123rd year of Ascendancy at 03:34 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By ANNIHILARIOUS the Cornac Annihilator level 25
70th Pyre 123rd year of Ascendancy at 15:18 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By ANNIHILARIOUS the Cornac Annihilator level 17
29th Pyre 123rd year of Ascendancy at 14:28 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By ANNIHILARIOUS the Cornac Annihilator level 32
7th Dusk 123rd year of Ascendancy at 00:26 see stats
Log
There is an item here: Exiler
There is an item here: Unflinching Eye
There is an item here: Pendant of the Sun and Moons
There is an item here: Choker of Dread
There is an item here: steel amulet of manastreaming
There is an item here: Gudir the voratun amulet
There is an item here: pouch of steel shots 'Galerock' (18/18, 135% power, 2 apr)
There is an item here: pouch of voratun shots (24/24, 164% power, 6 apr)
There is an item here: Giledur the Glitterstone (17/17, 131% power, 2 apr)
There is an item here: Pouch of the Subconscious (20/20, 147% power, 15 apr)
There is an item here: Revenant (8 def, 20 armour)
There is an item here: Cuirass of the Thronesmen (20 def, 32 armour)
There is an item here: Borfast's Cage (10 def, 20 armour)
You transfer Khulmanar's Wrath (182% power, 8 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Robe of the Archmage (10 def, 10 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Firewalker (15 def, 2 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.


































































































































































