Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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.
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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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: |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Doomelf |
Class | Annihilator |
Level / Exp | 50 / 1150% |
Size | medium |
Lifes / Deaths | Killed by armoured skeleton warrior at level 29 on the 62nd Regrowth 123rd year of Ascendancy at 15:13 1 / 6Killed by Nerylaith the forest wight at level 29 on the 66th Regrowth 123rd year of Ascendancy at 00:25 Killed by Lord of Skulls (warrior) at level 31 on the 74th Regrowth 123rd year of Ascendancy at 06:09 Killed by poison spore at level 36 on the 52nd Pyre 123rd year of Ascendancy at 07:22 Killed by minotaur at level 44 on the 41st Haze 123rd year of Ascendancy at 08:45 Killed by Xaniba the blinkwyrm at level 45 on the 43rd Haze 123rd year of Ascendancy at 14:53 |
Primary Stats
Strength | 95 (base 21) |
Dexterity | 108 (base 60) |
Constitution | 68 (base 20) |
Magic | 99 (base 60) |
Willpower | 47 (base 9) |
Cunning | 114.8 (base 65) |
Resources
Life | 1309/1309 |
Mana | 459/459 |
Steam | 100/100 |
Healing Factor | 1.570907707156 |
Regeneration | 23.578179609033 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +109% |
Vision
Sight | 13 |
Lite | 6 |
Infravision | 16 |
See Stealth | 65 |
See Invisible | 65 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 165 |
Accuracy | 83 |
Crit Chance | 75% |
APR | 57 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 78 |
Crit Chance | 42% |
Speed | 1 |
Offense: Mind
Mindpower | 79 |
Crit Chance | 42% |
Speed | 1 |
Offense: Damage Bonus
Acid | +55% |
Blight | +52% |
Arcane | +70% |
Cold | +55% |
All | +24% |
Lightning | +64% |
Physical | +42% |
Fire | +90% |
Nature | +49% |
Offense: Damage Penetration
Lightning | +51% |
Cold | +46% |
Blight | +56% |
Arcane | +46% |
Fire | +66% |
All | +21% |
Defense: Base
Armour (hardiness) | 112.08934837382 (81.151787968034%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 41 |
Physical Save | 63 |
Spell Save | 58 |
Mental Save | 48 |
Defense: Resistances
Acid | + 42%( 70%) |
Blight | + 42%( 70%) |
Arcane | + 35%( 70%) |
Cold | + 46%( 70%) |
All | + 32%( 70%) |
Lightning | + 52%( 70%) |
Physical | + 37%( 70%) |
Fire | + 56%( 70%) |
Darkness | + 46%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Teleport Resistance | 100% |
Blind Resistance | 50% |
Disarm Resistance | 91% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 49% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.2 steam per turn. Can be activated for an instant burst of 71 steam. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.5 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 185% efficiency and cooldown mod of 74%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 160% efficiency and cooldown mod of 80%. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Heavy weapons | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Steamtech / Blacksmith | 1.10 |
| 2/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Exoskeleton |
talent | Premonition |
talent | Rocket Pod |
talent | Incendiary Grenade |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 40% and triggers a radius 8 conal explosion dealing 28% 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
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. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 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 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 AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Steam Powered Boots (9 def, 16 armour) Steam Powered Boots (9 def, 16 armour) 3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +9 Str +11 Dex offense ------ Damage +10% fire defense ------ Armor +16 Defense +9 (+2 eff.) Fatigue +8% Physical save +16 (+4 eff.) Pinning Resist +75% Knockbk Resist +25% Teleport Resist +100% Generate 3 steam each time you walk. Boots. But with steam power! |
Quiver | Gasetta the pouch of voratun shots (20/20, 66-80 power, 6 apr) Gasetta the pouch of voratun shots (20/20, 66-80 power, 6 apr)3.0 Encumbrance T5 shot ammo [Random Unique] Master/Psionic Weapon Damage 66.5 - 79.8 Physical Uses 50% Cun, 50% Mag, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +17.0% Capacity 20 On-ranged-hit +32 physical +4 temporal On-Hit, radius 1 +8 temporal On-crit, radius 2 +20 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 293 physical damage * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * Wound the target dealing 401 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | piercing dwarven lantern of health piercing dwarven lantern of health1.0 Encumbrance T5 lite [Ego+] Nature/Master While equipped: offense ------ Ignore resists +11% all Ignore Armor +9 defense ------ Life +54.00 other ------- Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Steam Powered Helm (4 def, 13 armour) Steam Powered Helm (4 def, 13 armour) 3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Con defense ------ Armor +13 Defense +4 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% other ------- Infravision +9 Sight +3 See Stealth +25 See Invisibility +25 Blind-Fight: No penalty when attacking invisible/stealthed A Helmet. But with steam power! |
On hands | Will of Ul'Gruth (0 def, 16 armour) Will of Ul'Gruth (0 def, 16 armour) 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Damage +15% all Ignore resists +10% all defense ------ Armor +16 Disarm Resist +60% other ------- Talents +1 Iron Grip Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Obliterating Smash: Effective talent level: 3.9 Power cost 25 out of 25/25. Range 3 Cooldown: 18 Travel.spd instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 162% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 18. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Tool | Hathablek the voratun torque of psionic shield [power 155] (25 cooldown) Hathablek the voratun torque of psionic shield [power 155] (25 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: Stats +4 Str +4 Dex offense ------ Mind Crit +4% Mindpower +30 (+6 eff.) Damage +18% physical defense ------ Defense +15 (+3 eff.) other ------- Stamina/turn +3.00 EQ when Hit +0.12 Max stamina +30.00 Setup a psionic shield, reducing all damage taken by 155 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | steel ring 'Emelotira' steel ring 'Emelotira'0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Wil offense ------ Ignore resists +10% blight defense ------ Spell save +4 (+1 eff.) Life +64.00 Life Regen +10.00 Healmod +11% Disarm Resist +31% Pinning Resist +29% Stun Resist +27% Knockbk Resist +24% Rings make your fingers look great! |
On fingers | Elemental Fury Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around neck | archmage's gold amulet of murder archmage's gold amulet of murder0.1 Encumbrance T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +4% Critical power +13.00% Spellpower +3 (+1 eff.) Damage +6% acid +6% fire +6% cold +6% lightning Accuracy +6 (+1 eff.) Ignore Armor +13 Amulets make your neck look great! |
In main hand | voratun steamgun 'Elorin' voratun steamgun 'Elorin' 4.0 Encumbrance T5 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +20 blight On-Hit, radius 1 +0 20% chance of physical repulsion On-crit, radius 2 +49 fire On Hit: * chills your foe dealing 55 damage and slowing them by one tenth of a turn Uses 2.0 Steam While equipped: Stats +13 Con +14 Wil offense ------ Physical Crit +6.0% Spellpower +5 (+2 eff.) Global Speed +9% Ignore resists +20% fire Ignore Shields +30% Accuracy +12 (+2 eff.) defense ------ Life +80.00 other ------- Mana/turn +0.16 Vim-on-crit +1.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | skylord's hardened leather belt of burglary skylord's hardened leather belt of burglary |
In off hand | Arcpassion the voratun shield (0 def, 11 armour, 72-87 power, 198.5 block) Arcpassion the voratun shield (0 def, 11 armour, 72-87 power, 198.5 block)7.0 Encumbrance T5 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 72.5 - 87.0 Physical Uses 50% Mag, 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +198 On-Hit, radius 1 +8 lightning On Hit: * 10% chance to reduce strength, dexterity, and constitution by 34 * reduce the cooldown of your ward talent by 1 On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +11 Str +11 Dex offense ------ Physical Crit +14.0% Physical Power +15 (+3 eff.) Damage +9% lightning Ignore resists +25% blight +5% lightning Accuracy +13 (+2 eff.) defense ------ Armor +11 Fatigue +8% other ------- Wards +6 lightning +5 temporal +6 darkness +6 fire +7 nature +5 blight +7 cold +7 arcane +7 light Talents +1 Ward +1 Block Handheld deflection devices. |
Cloak | elven-silk cloak 'Belubreda' (4 def, 0 armour) elven-silk cloak 'Belubreda' (4 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +7 Con offense ------ Critical power +22.00% Damage +3% blight +21% arcane Accuracy +10 (+2 eff.) Ignore Armor +12 On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 34 defense ------ Defense +4 (+1 eff.) Resistance +5% arcane +30% lightning Physical save +13 (+3 eff.) Spell save +14 (+4 eff.) Mind save +13 (+5 eff.) Stealth +13 Life +103.00 Stun Resist +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | The Black Plate (25 def, 45 armour) The Black Plate (25 def, 45 armour) 17.0 Encumbrance T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con offense ------ Physical Power +10 (+2 eff.) defense ------ Armor +45 Defense +25 (+6 eff.) Fatigue +15% Resistance +15% acid +20% darkness +15% blight +25% fire +20% cold Crit Resistance 35.00% Physical save +15 (+3 eff.) Spell save +25 (+6 eff.) Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression Shadow Power +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
Inventory
medical injector implant of the warrior (efficiency 156% / cooldown 81%) medical injector implant of the warrior (efficiency 156% / cooldown 81%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 156% efficiency and cooldown mod of 81%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 12) steam generator implant (steam 12)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 32 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.5 steam per turn. Can be activated for an instant burst of 62 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the psychic (steam 8) steam generator implant of the psychic (steam 8)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 20 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the psychic (steam 12) steam generator implant of the psychic (steam 12)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 20 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.9 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the titan (steam 13) steam generator implant of the titan (steam 13)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 29 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.3 steam per turn. Can be activated for an instant burst of 66 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
Rune of the Rift (338.00 temporal damage, removed from time 4 turns) Rune of the Rift (338.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 419.12 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 285; dur 4; cd 19) biting gale rune (damage 285; dur 4; cd 19)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 285.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 1589% over 10 turns; mana 79; cd 18) manasurge rune (regen 1589% over 10 turns; mana 79; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1589% for 10 turns (25 total) and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 115; cd 20) shatter afflictions rune (absorb 115; cd 20)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 115 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 83; cd 19) shatter afflictions rune (absorb 83; cd 19)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 83 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 88; cd 21) shatter afflictions rune of the titan (absorb 88; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 88 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 143; cd 17) shatter afflictions rune of the titan (absorb 143; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 143 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Ablative Armour 2 schematic: Ablative Armour0.1 Encumbrance 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: Acid Groove schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Alchemist's Helper 3 schematic: Alchemist's Helper0.1 Encumbrance 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 Shell schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support schematic: Back Support0.1 Encumbrance 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 Shell schematic: Corrosive Shell0.1 Encumbrance 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 Edge schematic: Crystal Edge0.1 Encumbrance 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: Deflection Field schematic: Deflection Field0.1 Encumbrance 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: Explosive Shell 2 schematic: Explosive Shell0.1 Encumbrance 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: Fatal Attractor schematic: Fatal Attractor0.1 Encumbrance 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: Flare Shell schematic: Flare Shell0.1 Encumbrance 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 Powder 2 schematic: Flash Powder0.1 Encumbrance 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: Focus Lens 2 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Frost Salve 4 schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal Web 3 schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Grounding Strap 3 schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Hand Cannon 3 schematic: Hand Cannon0.1 Encumbrance 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: Hook Shell schematic: Hook Shell0.1 Encumbrance 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 Grip schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser 2 schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil 3 schematic: Lightning Coil0.1 Encumbrance 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 Stimulator schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread 2 schematic: Moss Tread0.1 Encumbrance 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 Salve schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove 2 schematic: Poison Groove0.1 Encumbrance 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: Power Distributor schematic: Power Distributor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor Edge 3 schematic: Razor Edge0.1 Encumbrance 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 Coating schematic: Rustproof Coating0.1 Encumbrance 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 Projector schematic: Saw Projector0.1 Encumbrance 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 Shell 2 schematic: Saw Shell0.1 Encumbrance 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: Second Skin 2 schematic: Second Skin0.1 Encumbrance 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 Edge schematic: Shocking Edge0.1 Encumbrance 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 Touch schematic: Shocking Touch0.1 Encumbrance 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: Silver Filigree 2 schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spike Attachment 3 schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple 3 schematic: Spring Grapple0.1 Encumbrance 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: Steamgun 2 schematic: Steamgun0.1 Encumbrance 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: Steamsaw schematic: Steamsaw0.1 Encumbrance 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: Thunder Grenade schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating 3 schematic: Thunderclap Coating0.1 Encumbrance 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: Toxic Shell 2 schematic: Toxic Shell0.1 Encumbrance 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 Salve 2 schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Shell 2 schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve 2 schematic: Water Salve0.1 Encumbrance 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 Coating schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter schematic: White Light Emitter0.1 Encumbrance 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: Winterchill Edge schematic: Winterchill Edge0.1 Encumbrance 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. |
insulating copper amulet insulating copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% fire +10% cold Amulets make your neck look great! |
Frost Lord's Chain Frost Lord's Chain0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+3 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
copper ring of pilfering copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+1 eff.) Ignore Armor +7 defense ------ Defense +8 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 79% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
copper ring of tenacity copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +23.00 Disarm Resist +20% Pinning Resist +21% Knockbk Resist +20% Rings make your fingers look great! |
steel ring of misery steel ring of misery0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun offense ------ On-Hit 6 physical On-Ranged-Hit 5 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 42 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 42 other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Ring of the War Master Ring of the War Master0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element) Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+10 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
voratun greatsword 'Torchparry' (84-134 power, 4 apr) voratun greatsword 'Torchparry' (84-134 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Rare] Master Weapon Damage 84.0 - 134.4 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +16 fire On Hit: * 25% chance to slow global speed by 71% While equipped: defense ------ Resistance +6% arcane +25% nature +18% darkness Spell save +21 (+5 eff.) Massive two-handed swords. |
acidic voratun longsword of massacre (59-83 power, 6 apr) acidic voratun longsword of massacre (59-83 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 59.0 - 82.6 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 207 damage over 5 turns and reducing armor and accuracy by 26 Sharp, long, and deadly. |
quick voratun waraxe of evisceration (40-56 power, 6 apr) quick voratun waraxe of evisceration (40-56 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Master Weapon Damage 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Critical: * Wound the target dealing 401 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +6 Dex offense ------ Physical Crit +10.0% Physical Power +12 (+2 eff.) Combat Speed +10% Accuracy +20 (+4 eff.) One-handed war axes. |
voratun waraxe of disruption (40-56 power, 6 apr) voratun waraxe of disruption (40-56 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Disrupt Weapon Damage 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% Damage Against +30% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% One-handed war axes. |
honing living mindstar of venom (16-18 power, 40 apr, nature damage) honing living mindstar of venom (16-18 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Weapon Damage 16.0 - 17.6 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Cun +3 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) On-Hit 20 acid Damage +18% acid +8% physical Ignore resists +20% acid +7% physical defense ------ Resistance +18% acid +10% physical Life Regen +4.00 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Shinesmash Shinesmash4.0 Encumbrance T3 steamgun 1H weapon [Rare] Arcane/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +10 fire +8 light +12 arcane On-Hit, radius 1 +16 light +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: offense ------ Damage +6% acid +14% fire +12% arcane Ignore resists +20% light On-Hit (Ranged): * 20% chance to reduce armor by 44% defense ------ Resistance +3% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Hanigas Hanigas4.0 Encumbrance T5 steamgun 1H weapon [Random Unique] Nature/Disrupt/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +6 Str +9 Dex +3 Mag +9 Wil +11 Cun +8 Con offense ------ Mindpower +8 (+1 eff.) On-Hit (Ranged): * 8 arcane resource burn defense ------ Resistance +6% lightning +6% fire other ------- Infravision +2 Masteries +0.20 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
chilling quiver of dragonbone arrows of torment (19/19, 54-76 power, 18 apr) chilling quiver of dragonbone arrows of torment (19/19, 54-76 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Ego+] Arcane/Psionic Weapon Damage 54.0 - 75.6 Physical Uses 70% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 19 On-ranged-hit +29 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
pouch of iron shots (19/19, 14-16 power, 1 apr) pouch of iron shots (19/19, 14-16 power, 1 apr)3.0 Encumbrance T1 shot ammo [Normal] Weapon Damage 13.5 - 16.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 19 Shots are used with slings to pummel your foes to death. |
Belivena (21/21, 56-67 power, 6 apr) Belivena (21/21, 56-67 power, 6 apr)3.0 Encumbrance T5 shot ammo [Rare] Arcane Weapon Damage 56.0 - 67.2 Physical Uses 50% Cun, 50% Mag, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 21 On-ranged-hit +20 acid +20 temporal +17 blight +20 mind On-Hit, radius 1 +12 acid On Hit: * 20% chance to reduce all saves and defense by 42 * 24% chance to reduce strength, dexterity, and constitution by 34 * 20% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of disruption (21/21, 56-67 power, 6 apr) psychokinetic pouch of voratun shots of disruption (21/21, 56-67 power, 6 apr)3.0 Encumbrance T5 shot ammo [Ego++] Disrupt/Psionic Weapon Damage 56.0 - 67.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 21 On-ranged-hit +15 physical Damage Against +7% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% * 20% chance to knock the target back 3 spaces and deal 293 physical damage Shots are used with slings to pummel your foes to death. |
Titanic (20 def, 18 armour, 48-58 power, 320 block) Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 48.0 - 57.6 Physical Uses 50% Mag, 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+5 eff.) Ranged Defense +10 (+2 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Unrirain (0 def, 10 armour, 62-75 power, 250.87985565336 block) Unrirain (0 def, 10 armour, 62-75 power, 250.87985565336 block)7.0 Encumbrance T5 shield armor [Rare] Master When used to Attack: Weapon Damage 62.5 - 75.0 Physical Uses 50% Mag, 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +251 On-crit, radius 2 +25 temporal On Hit: * 25% chance to gain 10% of a turn (3/turn limit) While equipped: offense ------ Critical power +24.94% defense ------ Armor +10 Fatigue +8% Resistance +33% lightning +3% physical +30% cold Poison Resist +25% other ------- Light +4 Talents +1 Block Handheld deflection devices. |
shimmering elven-silk robe of Angolwen (0 def, 0 armour) shimmering elven-silk robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil offense ------ Spellpower +20 (+5 eff.) Spellpower/crit +6 Damage +30% arcane defense ------ Resistance +15% all Silence Resist +46% other ------- Max mana +109.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sunsealed elven-silk robe of alchemy (6 def, 8 armour) sunsealed elven-silk robe of alchemy (6 def, 8 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +10 Mag offense ------ Damage +22% acid +25% physical +20% light +25% fire +22% cold defense ------ Armor +8 Defense +6 (+1 eff.) Resistance +20% acid +20% physical +13% light +20% cold +15% fire +15% darkness +15% all Life +62.00 other ------- Light +4 Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
cleansing voratun mail armour of Eyal (5 def, 10 armour) cleansing voratun mail armour of Eyal (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Ego+] Nature/Disrupt While equipped: defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +18% nature +19% blight Life +61.00 Life Regen +10.00 Healmod +18% A suit of armour made of mail. |
Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)17.0 Encumbrance T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con offense ------ Mindpower +10 (+2 eff.) When Hit: * 20% chance to cause random gloom defense ------ Armor +40 Defense +15 (+3 eff.) Fatigue +17% Resistance +15% acid +15% light +20% blight +25% mind +20% darkness Physical save +15 (+3 eff.) Mind save +25 (+9 eff.) Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +4 Masteries +0.20 Cursed/Gloom Dominate: Effective talent level: 2.0 Power cost 15 out of 25/25. Range 2 Cooldown: 8 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 8 Armour, 12 Defense and your attacks will gain 18% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
rejuvenating voratun plate armour of fire resistance (0 def, 16 armour) rejuvenating voratun plate armour of fire resistance (0 def, 16 armour)17.0 Encumbrance T5 massive armor [Ego] Nature/Master While equipped: defense ------ Armor +16 Fatigue +22% Resistance +30% fire Life Regen +7.50 other ------- Stamina/turn +2.00 A suit of armour made of metal plates. |
nightruned rough leather belt of the giants nightruned rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: offense ------ Physical Power +2 (+1 eff.) defense ------ Resistance +6% light +6% darkness Spell save +5 (+1 eff.) other ------- Size +1 A belt that goes around your waist. |
noble's rough leather belt noble's rough leather belt1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil offense ------ Against +17% Summoned defense ------ Resist Against +16% Summoned A belt that goes around your waist. |
noble's hardened leather belt of the vagrant noble's hardened leather belt of the vagrant1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Wil +5 Cun +2 Con offense ------ Mindpower +4 (+1 eff.) Against +22% Summoned defense ------ Resist Against +26% Summoned Mind save +8 (+3 eff.) A belt that goes around your waist. |
Rimecutter (2 def, 0 armour) Rimecutter (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Damage +12% cold Ignore resists +25% cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 42 defense ------ Defense +2 (+0 eff.) Resistance +0% lightning +12% cold +6% mind Life +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Falandil' (2 def, 2 armour) cashmere cloak 'Falandil' (2 def, 2 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con defense ------ Armor +2 Defense +2 (+0 eff.) Resistance +0% lightning +3% light +9% mind Unlife -20.00 life Stun Resist +20% other ------- Hate-on-crit +4.00 Max hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zerithad the Demonstreaker (13 def, 0 armour) Zerithad the Demonstreaker (13 def, 0 armour)2.0 Encumbrance T5 cloak armor [Rare] Nature While equipped: Stats +10 Mag +4 Wil +7 Con offense ------ Damage +15% mind +24% darkness defense ------ Defense +13 (+3 eff.) Resistance +21% fire +23% light +12% darkness Stealth +15 other ------- Max hate +10.00 Max psi +40.00 Infravision +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emelabrethra (0 def, 6 armour) Emelabrethra (0 def, 6 armour)3.0 Encumbrance T3 feet armor [Random Unique] Nature/Psionic While equipped: Stats +4 Con +4 Wil offense ------ Mindpower +6 (+1 eff.) Ignore resists +7% physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 42 defense ------ Armor +6 Fatigue +3% Resistance +17% lightning +18% temporal +9% fire +9% acid Life +20.00 Confus Resist +10% Blindside: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scorched Boots (4 def, 4 armour) Scorched Boots (4 def, 4 armour)3.0 Encumbrance T5 feet armor [Unique] Arcane While equipped: offense ------ Spell Crit +6% Spellpower +13 (+3 eff.) Damage +15% blight +15% fire +15% darkness defense ------ Armor +4 Defense +4 (+1 eff.) Fatigue +8% Poison Storm: Effective talent level: 3.0 Power cost 30 out of 40/40. Range melee/personal Cooldown: 24 Travel.spd instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm takes 37.77 blight damage and is poisoned for 151.09 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 56%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 30%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 27% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
wanderer's pair of voratun boots of tirelessness (0 def, 5 armour) wanderer's pair of voratun boots of tirelessness (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Master While equipped: Stats +6 Cun +4 Con defense ------ Armor +5 Fatigue +4% Physical save +16 (+4 eff.) Mind save +25 (+9 eff.) other ------- Stamina/turn +1.30 Max stamina +35.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Isulrabeth the dwarven-steel gauntlets (0 def, 2 armour) Isulrabeth the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Dex +1 Wil +3 Con offense ------ Physical Power +10 (+2 eff.) Spellpower +30 (+7 eff.) Ignore resists +5% physical defense ------ Armor +2 Fatigue +3% Physical save +19 (+4 eff.) Spell save +6 (+2 eff.) Mind save +5 (+2 eff.) Disarm Resist +35% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Lavashear the rough leather hat (0 def, 1 armour) Lavashear the rough leather hat (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +0 Cun offense ------ Damage +3% darkness +12% fire Ignore resists +20% fire defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold other ------- Breathe water A hat made of leather. Very stylish. |
linen wizard hat 'Lorirarim' (6 def, 0 armour) linen wizard hat 'Lorirarim' (6 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +0 Cun offense ------ Damage +11% fire defense ------ Defense +6 (+1 eff.) Resistance +16% fire +5% arcane +6% temporal Poison Resist +20% A pointy cloth hat, very wizardly... |
augmenting cashmere wizard hat of decomposition (2 def, 0 armour) augmenting cashmere wizard hat of decomposition (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego++] Arcane While equipped: offense ------ Damage +8% acid +7% lightning +6% cold +6% arcane +8% fire defense ------ Defense +2 (+0 eff.) Resistance +5% lightning +5% temporal +5% light +5% fire +3% nature +5% acid +5% blight +5% cold +5% darkness A pointy cloth hat, very wizardly... |
shielding cashmere wizard hat of knowledge (2 def, 0 armour) shielding cashmere wizard hat of knowledge (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane/Psionic While equipped: Stats +7 Mag +5 Wil +5 Cun offense ------ Mindpower +4 (+1 eff.) defense ------ Defense +2 (+0 eff.) Spell save +11 (+3 eff.) A pointy cloth hat, very wizardly... |
drakeskin leather hat of might (0 def, 5 armour) drakeskin leather hat of might (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +5 Str +4 Con offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +5 Fatigue +5% A hat made of leather. Very stylish. |
psion's elven-silk wizard hat of arcana (3 def, 0 armour) psion's elven-silk wizard hat of arcana (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +6 Mag +6 Wil offense ------ Mind Crit +5% Spellpower +6 (+2 eff.) Mindpower +9 (+2 eff.) Damage +18% mind defense ------ Defense +3 (+0 eff.) Resistance +20% mind Physical save +15 (+3 eff.) Mind save +15 (+5 eff.) other ------- Max psi +38.00 A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Tidefurnace' (0 def, 5 armour) drakeskin leather cap 'Tidefurnace' (0 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +19 Str +7 Dex +9 Cun +13 Con offense ------ When Hit 4 acid On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +5 Fatigue +5% Resistance +12% light +6% cold Spell save +9 (+2 eff.) Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 589.9 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
miner's drakeskin leather cap of knowledge (0 def, 9 armour) miner's drakeskin leather cap of knowledge (0 def, 9 armour)2.0 Encumbrance T5 head armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +3 Wil offense ------ Mindpower +6 (+1 eff.) defense ------ Armor +9 Fatigue +5% other ------- Infravision +4 A cap made of leather. |
leafwalker's voratun helm of the bounder (0 def, 5 armour) leafwalker's voratun helm of the bounder (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego++] Nature/Master While equipped: Stats +7 Str +8 Dex defense ------ Armor +5 Fatigue +5% Resistance +12% nature Spell save +9 (+2 eff.) Life +109.00 Healmod +18% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 589.9 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Glata' (10 def, 11 armour) voratun helm 'Glata' (10 def, 11 armour)3.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +8 Str +6 Dex +17 Con offense ------ Physical Power +10 (+2 eff.) Damage +3% acid defense ------ Armor +11 Defense +10 (+2 eff.) Fatigue +5% other ------- Max stamina +30.00 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 589.9 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate 8 agate0.0 Encumbrance 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. |
5 spinel 5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 Encumbrance 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. |
6 topaz 6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx 5 onyx0.0 Encumbrance 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. |
5 lapis lazuli 5 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 sapphire 6 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ruby 5 ruby0.0 Encumbrance 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. |
3 amber 3 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 bloodstone 9 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal 6 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 diamond 10 diamond0.0 Encumbrance 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. |
7 moonstone 7 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 pearl 13 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Telos's Staff Crystal Telos's Staff Crystal0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +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. |
Windborne Azurite Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Pearl of Life and Death Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
590 alchemist agate 590 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
40 alchemist bloodstone 40 alchemist bloodstone0.0 Encumbrance 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. |
Cracklewild the brass lantern Cracklewild the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Str offense ------ Ignore resists +10% lightning +5% physical Accuracy +5 (+1 eff.) defense ------ Defense +15 (+3 eff.) Mind save +6 (+2 eff.) other ------- Max stamina +20.00 Light +3 See Stealth +7 See Invisibility +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Mayoldann the Snowfame Mayoldann the Snowfame2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +6 Cun +2 Wil offense ------ Ignore resists +5% mind When Hit 8 cold defense ------ Resistance +6% mind Blind Resist +24% Confus Resist +11% other ------- Light +7 See Stealth +7 See Invisibility +6 Track: Puts all charms on 40 turn cooldown Effective talent level: 2.7 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 6 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +41.00 other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
watchleader's alchemist's lamp of the sun watchleader's alchemist's lamp of the sun1.0 Encumbrance T3 lite [Ego++] Arcane/Master While equipped: offense ------ Damage +8% light defense ------ Resistance +10% darkness Affinity +5% light Blind Resist +29% Confus Resist +16% other ------- Light +10 See Stealth +10 See Invisibility +13 Track: Puts all charms on 40 turn cooldown Effective talent level: 3.6 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
potent fungal web potent fungal web0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 50 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
iron kinetic stabiliser iron kinetic stabiliser0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Physical save +3 (+0 eff.) Pinning Resist +5% Knockbk Resist +5% Teleport Resist +100% Tinkers can be attached to normal items to improve them with steam power! |
voratun grip voratun grip0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +100% other ------- Talents +5 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
good focus lens good focus lens0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +6 Sight +1 See Stealth +10 See Invisibility +10 Tinkers can be attached to normal items to improve them with steam power! |
iron mental stimulator iron mental stimulator0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun defense ------ Mind save +3 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! |
well-made thunderclap coating well-made thunderclap coating0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag On-Hit, radius 1 +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 coating perfect thunderclap coating0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag On-Hit, radius 1 +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! |
amazing fiery salve [power 39] amazing fiery salve [power 39]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 80% cooldown modifier. Remove 3 magical effects and grants a fiery aura (39% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple frost salve [power 21] simple frost salve [power 21]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 80% cooldown modifier. Remove 1 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing frost salve [power 39] amazing frost salve [power 39]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 80% cooldown modifier. Remove 3 physical effects and grants a frost aura (39% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 253] simple healing salve [power 253]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 80% cooldown modifier. Heal 253 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
amazing healing salve [power 569] amazing healing salve [power 569]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 80% cooldown modifier. Heal 569 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
amazing pain suppressor salve [power 497] amazing pain suppressor salve [power 497]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 80% cooldown modifier. Let you fight up to -497 life and reduces all damage by 30% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
amazing unstoppable force salve [power 158] amazing unstoppable force salve [power 158]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 80% cooldown modifier. Increases all saves by 158 and healing factor by half Puts Talent Medical Injector on 18 turn cooldown Activation is instant. Medical salve. |
amazing water salve [power 39] amazing water salve [power 39]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 80% cooldown modifier. Remove 3 mental effects and grants a water aura (39% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
Essence of Bearness Essence of Bearness3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of Poosh Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Demonic Orb of Many Ways Demonic Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1) Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 149% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 888.04 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. |
Eremorion the ash wand of shielding [power 218] (20 cooldown) Eremorion the ash wand of shielding [power 218] (20 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 34 defense ------ Resistance +12% lightning +1% physical Physical save +6 (+1 eff.) Mind save +12 (+4 eff.) Life +40.00 Cut Resist +20% Disarm Resist +10% Create a shield absorbing up to 218 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By he do be annihilatin tho the Doomelf Annihilator level 32
77th Regrowth 123rd year of Ascendancy at 04:43 see stats
By he do be annihilatin tho the Doomelf Annihilator level 49
29th Regrowth 124th year of Ascendancy at 18:35 see stats
By he do be annihilatin tho the Doomelf Annihilator level 32
75th Regrowth 123rd year of Ascendancy at 06:11 see stats
By he do be annihilatin tho the Doomelf Annihilator level 41
46th Dusk 123rd year of Ascendancy at 22:22 see stats
By he do be annihilatin tho the Doomelf Annihilator level 34
43rd Pyre 123rd year of Ascendancy at 08:33 see stats
By he do be annihilatin tho the Doomelf Annihilator level 42
10th Haze 123rd year of Ascendancy at 06:51 see stats
By he do be annihilatin tho the Doomelf Annihilator level 16
65th Dusk 122nd year of Ascendancy at 06:05 see stats
By he do be annihilatin tho the Doomelf Annihilator level 33
14th Pyre 123rd year of Ascendancy at 16:07 see stats
By he do be annihilatin tho the Doomelf Annihilator level 43
14th Haze 123rd year of Ascendancy at 11:26 see stats
By he do be annihilatin tho the Doomelf Annihilator level 37
66th Pyre 123rd year of Ascendancy at 15:09 see stats
By he do be annihilatin tho the Doomelf Annihilator level 50
15th Pyre 124th year of Ascendancy at 23:12 see stats
By he do be annihilatin tho the Doomelf Annihilator level 19
9th Haze 122nd year of Ascendancy at 14:50 see stats
By he do be annihilatin tho the Doomelf Annihilator level 29
54th Regrowth 123rd year of Ascendancy at 13:40 see stats
By he do be annihilatin tho the Doomelf Annihilator level 50
12nd Pyre 124th year of Ascendancy at 09:47 see stats
By he do be annihilatin tho the Doomelf Annihilator level 32
11st Pyre 123rd year of Ascendancy at 20:35 see stats
By he do be annihilatin tho the Doomelf Annihilator level 6
77th Pyre 122nd year of Ascendancy at 21:22 see stats
By he do be annihilatin tho the Doomelf Annihilator level 27
38th Regrowth 123rd year of Ascendancy at 23:06 see stats
By he do be annihilatin tho the Doomelf Annihilator level 10
3rd Summertide 122nd year of Ascendancy at 19:46 see stats
By he do be annihilatin tho the Doomelf Annihilator level 20
11st Haze 122nd year of Ascendancy at 17:06 see stats
By he do be annihilatin tho the Doomelf Annihilator level 30
67th Regrowth 123rd year of Ascendancy at 05:10 see stats
By he do be annihilatin tho the Doomelf Annihilator level 40
24th Dusk 123rd year of Ascendancy at 09:54 see stats
By he do be annihilatin tho the Doomelf Annihilator level 50
30th Regrowth 124th year of Ascendancy at 09:32 see stats
By he do be annihilatin tho the Doomelf Annihilator level 24
31st Haze 122nd year of Ascendancy at 05:52 see stats
By he do be annihilatin tho the Doomelf Annihilator level 50
58th Regrowth 124th year of Ascendancy at 20:52 see stats
By he do be annihilatin tho the Doomelf Annihilator level 24
75th Haze 122nd year of Ascendancy at 17:40 see stats
By he do be annihilatin tho the Doomelf Annihilator level 46
5th Decay 123rd year of Ascendancy at 19:21 see stats
By he do be annihilatin tho the Doomelf Annihilator level 45
43rd Haze 123rd year of Ascendancy at 10:16 see stats
By he do be annihilatin tho the Doomelf Annihilator level 24
30th Haze 122nd year of Ascendancy at 07:51 see stats
By he do be annihilatin tho the Doomelf Annihilator level 34
39th Pyre 123rd year of Ascendancy at 19:35 see stats
By he do be annihilatin tho the Doomelf Annihilator level 50
15th Pyre 124th year of Ascendancy at 23:10 see stats
By he do be annihilatin tho the Doomelf Annihilator level 29
66th Regrowth 123rd year of Ascendancy at 00:25 see stats
By he do be annihilatin tho the Doomelf Annihilator level 11
2nd Flare 122nd year of Ascendancy at 05:32 see stats
By he do be annihilatin tho the Doomelf Annihilator level 50
58th Regrowth 124th year of Ascendancy at 23:48 see stats
By he do be annihilatin tho the Doomelf Annihilator level 24
8th Regrowth 123rd year of Ascendancy at 01:43 see stats
By he do be annihilatin tho the Doomelf Annihilator level 50
15th Pyre 124th year of Ascendancy at 23:12 see stats
By he do be annihilatin tho the Doomelf Annihilator level 18
79th Dusk 122nd year of Ascendancy at 20:45 see stats
By he do be annihilatin tho the Doomelf Annihilator level 37
74th Pyre 123rd year of Ascendancy at 01:06 see stats
By he do be annihilatin tho the Doomelf Annihilator level 27
30th Regrowth 123rd year of Ascendancy at 04:37 see stats
By he do be annihilatin tho the Doomelf Annihilator level 16
76th Dusk 122nd year of Ascendancy at 07:34 see stats
By he do be annihilatin tho the Doomelf Annihilator level 31
74th Regrowth 123rd year of Ascendancy at 19:40 see stats
Log
High Sun Paladin Aeryn uses Infusion: Heroism.
High Sun Paladin Aeryn receives 69 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 69 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn casts Rune: Stormshield.
High Sun Paladin Aeryn summons a storm to protect them!
High Sun Paladin Aeryn's storm dissipates.
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 564 healing.
The shield around High Sun Paladin Aeryn crumbles.
High Sun Paladin Aeryn casts Barrier.
A shield forms around High Sun Paladin Aeryn.
High Sun Paladin Aeryn casts Bathe in Light.
High Sun Paladin Aeryn receives 69 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 69 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 69 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 69 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 69 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 69 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 69 healing from High Sun Paladin Aeryn's healing light area effect.
The shield around High Sun Paladin Aeryn crumbles.
Rested for 171 turns (stop reason: all resources and life at maximum).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You pickup 0.70 gold pieces.
He do be annihilatin tho picks up ( .): voratun waraxe of disruption (40-56 power, 6 apr).
He do be annihilatin tho picks up ( .): sunsealed elven-silk robe of alchemy (6 def, 8 armour).
Ran for 14 turns (stop reason: interesting terrain).