Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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.
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. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Yeek |
Class | Berserker |
Level / Exp | 50 / 0% |
Size | big |
Lifes / Deaths | Killed by blade horror at level 37 on the 35th Pyre 123rd year of Ascendancy at 12:23 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 173 (base 60) |
Dexterity | 77 (base 60) |
Constitution | 109 (base 60) |
Magic | 30 (base 10) |
Willpower | 33 (base 10) |
Cunning | 27 (base 19) |
Resources
Life | 1528/1807 |
Steam | 100/100 |
Stamina | 322/322 |
Equilibrium | 32 |
Healing Factor | 1.7923875339082 |
Regeneration | 85.74983129658 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +941% |
Spell | 0% |
Global | +115% |
Vision
Sight | 12 |
Lite | 5 |
Infravision | 11 |
See Stealth | 54.082562303769 |
See Invisible | 57.082562303769 |
Offense: Mainhand
Damage | 276 |
Accuracy | 62 |
Crit Chance | 77% |
APR | 53 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12.5 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +11% |
All | 0% |
Offense: Damage Penetration
Physical | +14% |
All | 0% |
Defense: Base
Armour (hardiness) | 65.08934837382 (100%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 0 |
Physical Save | 65 |
Spell Save | 31 |
Mental Save | 39 |
Defense: Resistances
Acid | + 38%( 70%) |
Blight | + 24%( 70%) |
Arcane | + 24%( 70%) |
Cold | + 38%( 70%) |
All | + 5%( 70%) |
Lightning | + 26%( 70%) |
Physical | + 8%( 70%) |
Mind | + 16%( 70%) |
Darkness | + 8%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 85% |
Teleport Resistance | 100% |
Blind Resistance | 50% |
Silence Resistance | 50% |
Disarm Resistance | 0% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -896 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1034 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -682 life. The duration and life will increase by 1% for every 1% life you have lost (currently 787 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 429 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 941% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.50 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 4/5 |
| 5/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Berserker Rage |
talent | Antimagic Shield |
beneficial effect | Moving at extreme speed (941% faster) and gains 100% stun, daze and pinning immunity. Any action other than movement will cancel it. Wild Speed |
beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 25.59, and stamina regeneration by 5.12. Bloodbath |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target is surrounded by a fell aura, granting 40% critical damage bonus but -20% to all resistances. Fell Aura |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
beneficial effect | You gain 35% resistance against acid and cold. Resolve |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | failed |
You successfully escorted the lost tinker to the recall portal on level 8 of Dreadfell. Escort: lost tinker (level 8 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | blood-soaked pair of drakeskin leather boots of strife (0 def, 5 armour) blood-soaked pair of drakeskin leather boots of strife (0 def, 5 armour) 2.0 Encumbrance T5 feet armor [Ego++] Master/Psionic While equipped: Stats +4 Con +4 Wil offense ------ Physical Crit +5.0% Physical Power +6 (+1 eff.) Mindpower +6 (+3 eff.) Ignore resists +9% physical Ignore Armor +11 defense ------ Armor +5 Physical save +15 (+4 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% Blindside: Puts all charms on 25 cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 38 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | alchemist's lamp 'Nightstake' alchemist's lamp 'Nightstake'1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +2 Str +7 Con offense ------ Physical Crit +3.0% Physical Power +10 (+2 eff.) When Hit 10 darkness 4 physical defense ------ Defense +20 (+7 eff.) Resistance +3% darkness Mind save +10 (+4 eff.) other ------- Light +4 See Stealth +14 See Invis +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour) 3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% other ------- Infravision +7 Sight +2 See Stealth +15 See Invis +15 A Helmet. But with steam power! |
Tool | The Guardian's Totem The Guardian's Totem2.0 Encumbrance T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil offense ------ Mindpower +8 (+4 eff.) When Hit: * 18% chance to slow global speed by 48% defense ------ Resistance +20% blight +20% arcane Spell save +20 (+10 eff.) other ------- Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | titan's voratun ring of life titan's voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: Stats +10 Con defense ------ Physical save +20 (+5 eff.) Life +76.00 Life Regen +16.00 Healmod +14% Rings make your fingers look great! |
On fingers | gladiator's copper ring of lightning (+22%) gladiator's copper ring of lightning (+22%)0.1 Encumbrance T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Str +5 Con offense ------ Physical Power +6 (+1 eff.) Damage +11% lightning defense ------ Resistance +22% lightning Rings make your fingers look great! |
Around waist | monstrous hardened leather belt of burglary monstrous hardened leather belt of burglary1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +5 Dex +4 Cun +5 Con +6 Lck offense ------ Physical Power +9 (+2 eff.) defense ------ Physical save +8 (+2 eff.) Stealth +8 other ------- Disarm Traps +17 Infravision +4 Size +1 A belt that goes around your waist. |
In main hand | Borosk's Hate (60-96 power, 42 apr) Borosk's Hate (60-96 power, 42 apr) 3.0 Encumbrance T5 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +42 Critical Rate +30.0% Attack Speed 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con other ------- Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
On hands | heroic voratun gauntlets of war-making (0 def, 8 armour) heroic voratun gauntlets of war-making (0 def, 8 armour)1.5 Encumbrance T4 hands armor [Ego++] Master While equipped: offense ------ Physical Crit +15.0% Spell Crit +11% Mind Crit +6% Critical power +12.00% defense ------ Armor +8 Fatigue +5% Mind save +11 (+4 eff.) Life +57.00 Unarmed combat: Weapon Damage 41.5 - 58.1 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +12 Ignore Armor +15 Critical Rate +18.0% Attack Speed 83% On Hit: 10% Battle Shout 5 On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | impenetrable stralite plate armour of Eyal (0 def, 29 armour) impenetrable stralite plate armour of Eyal (0 def, 29 armour) 17.0 Encumbrance T4 massive armor [Ego+] Nature/Master While equipped: defense ------ Armor +29 Hardiness +20% Fatigue +25% Life +50.00 Life Regen +6.00 Healmod +12% A suit of armour made of metal plates. |
Cloak | cashmere cloak of the hunter (2 def, 0 armour) cashmere cloak of the hunter (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Nature While equipped: offense ------ Accuracy +20 (+5 eff.) defense ------ Defense +2 (+1 eff.) Fatigue -6% Life +51.00 other ------- Max stamina +18.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Eilinawe the gold amulet Eilinawe the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +9 Dex +3 Wil +3 Con offense ------ Critical power +15.00% Ignore resists +5% physical defense ------ Resistance +12% mind +3% physical other ------- Stamina/turn +2.00 Max stamina +20.00 Amulets make your neck look great! |
Inventory
medical injector implant of the warrior (efficiency 235% / cooldown 83%) medical injector implant of the warrior (efficiency 235% / cooldown 83%)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 235% efficiency and cooldown mod of 83%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the sneak (heal 124; cd 13) healing infusion of the sneak (heal 124; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 124 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 943%; cd 13) movement infusion of the warrior (speed 943%; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 943% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 233; 16 cd) regeneration infusion of the sneak (heal 233; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 233 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 483; 12 cd) regeneration infusion of the titan (heal 483; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 483 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Rune of Reflection (--) Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 250 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
schematic: Air Recycler schematic: Air Recycler0.1 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: Alchemist's Helper 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: Armour Reinforcement schematic: Armour Reinforcement0.1 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: Back Support 2 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: 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. |
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. |
2 schematic: Fiery Salve 2 schematic: Fiery 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: 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. |
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. |
4 schematic: Headlamp 4 schematic: Headlamp0.1 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: Iron Grip 3 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. |
schematic: Kinetic Stabiliser 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. |
schematic: Lightning Coil 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: Magnetic Shell schematic: Magnetic 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: Mana Coil 2 schematic: Mana 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. |
2 schematic: Mental Stimulator 2 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. |
schematic: Rocket Boots schematic: Rocket Boots0.1 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. |
schematic: Second Skin 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. |
3 schematic: Shocking Touch 3 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: Thunderclap Coating 2 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: 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. |
4 schematic: Viral Injector 4 schematic: Viral Injector0.1 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Cracklemoon the steel amulet Cracklemoon the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +4 Mag offense ------ Ignore resists +20% lightning defense ------ Resistance +3% lightning +13% light +14% darkness Blind Resist +22% other ------- See Invis +6 Amulets make your neck look great! |
Fiery Choker Fiery Choker0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% fire -5% cold defense ------ Resistance +20% fire -20% cold Affinity +30% fire Blind Resist +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
mindweaver's steel amulet of strength (+4) mindweaver's steel amulet of strength (+4)0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Str +2 Wil offense ------ Mindpower +6 (+3 eff.) defense ------ Mind save +7 (+3 eff.) Confus Resist +15% Amulets make your neck look great! |
restful copper amulet restful copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
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 perseverance copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
rogue's copper ring of arcana (+0.13/turn) rogue's copper ring of arcana (+0.13/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun defense ------ Defense +4 (+2 eff.) Silence Resist +20% other ------- Mana/turn +0.13 Rings make your fingers look great! |
titan's copper ring of tenacity titan's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con defense ------ Physical save +4 (+1 eff.) Life +21.00 Disarm Resist +21% Pinning Resist +20% Knockbk Resist +21% Rings make your fingers look great! |
flaming iron greatmaul of massacre (25-38 power, 1 apr) flaming iron greatmaul of massacre (25-38 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Arcane/Master Weapon Damage 25.0 - 37.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-Hit, radius 1 +9 fire Massive two-handed mauls. |
warbringer's dwarven-steel greatmaul of crippling (44-65 power, 2 apr) warbringer's dwarven-steel greatmaul of crippling (44-65 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego++] Master Weapon Damage 43.5 - 65.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Con offense ------ Physical Crit +10.0% Physical Power +14 (+3 eff.) Ignore resists +12% physical defense ------ Disarm Resist +17% Massive two-handed mauls. |
Radiancewoe the iron greatsword (24-38 power, 1 apr) Radiancewoe the iron greatsword (24-38 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Master Weapon Damage 23.5 - 37.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +12 light On-Hit, radius 1 +8 light While equipped: offense ------ Ignore resists +5% lightning When Hit 2 light defense ------ Resistance +6% light Massive two-handed swords. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (60-96 power, 19 apr)3.0 Encumbrance T4 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +19 Critical Rate +10.0% Attack Speed 100% Damage Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con defense ------ Resist Against +20% Living other ------- Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
dwarven-steel greatsword of enduring (38-62 power, 2 apr) dwarven-steel greatsword of enduring (38-62 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Nature Weapon Damage 38.5 - 61.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +10 Con +14 Wil defense ------ Life +33.00 Massive two-handed swords. |
enhanced stralite greatsword of projection (50-80 power, 3 apr) enhanced stralite greatsword of projection (50-80 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego++] Nature/Psionic Weapon Damage 50.0 - 80.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +9 Str +7 Dex +9 Mag +5 Wil +13 Cun +14 Con Massive two-handed swords. |
iron greatsword (15-24 power, 1 apr) iron greatsword (15-24 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 15.0 - 24.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
iron greatsword (14-23 power, 1 apr) iron greatsword (14-23 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 14.5 - 23.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
River's Fury (23-32 power, 8 apr) River's Fury (23-32 power, 8 apr)3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+2 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+2 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Effective talent level: 1.0 Power cost 80 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 4.09 cold damage and 4.09 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
arcing coral trident of vileness (14-22 power, 6 apr) arcing coral trident of vileness (14-22 power, 6 apr)3.0 Encumbrance T1 trident 2H weapon [Ego] Arcane Weapon Damage 14.0 - 22.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +1.5% Attack Speed 100% On-hit +9 blight On Hit: * 9% chance to reduce strength, dexterity, and constitution by 7 * 25% chance for lightning to strike from the target to a second target dealing 15 damage A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
coral trident of massacre (22-36 power, 6 apr) coral trident of massacre (22-36 power, 6 apr)3.0 Encumbrance T1 trident 2H weapon [Ego] Master Weapon Damage 22.5 - 36.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +1.5% Attack Speed 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
noble's hardened leather belt of the giants noble's hardened leather belt of the giants1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +5 Cun +5 Wil offense ------ Physical Power +5 (+1 eff.) Against +19% Summoned defense ------ Resist Against +22% Summoned Spell save +7 (+4 eff.) other ------- Size +1 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 +5 Wil +5 Cun +3 Con offense ------ Mindpower +5 (+3 eff.) Against +23% Summoned defense ------ Resist Against +20% Summoned Mind save +8 (+3 eff.) A belt that goes around your waist. |
rough leather belt 'Adessra' rough leather belt 'Adessra'1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +3 Dex offense ------ Mindpower +3 (+2 eff.) Damage +3% blight Ignore resists +15% physical defense ------ Resistance +6% acid Physical save +6 (+2 eff.) other ------- Stamina/turn +1.00 Max stamina +30.00 A belt that goes around your waist. |
Zubemina (2 def, 0 armour) Zubemina (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +10 Dex +4 Wil +7 Cun offense ------ Mind Crit +6% defense ------ Defense +2 (+1 eff.) other ------- Light +3 Infravision +2 See Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of battle (8 def, 0 armour) enveloping linen cloak of battle (8 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +1 (+0 eff.) defense ------ Defense +8 (+3 eff.) Fatigue -2% Physical save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of protection (6 def, 0 armour) enveloping linen cloak of protection (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: defense ------ Defense +6 (+2 eff.) Physical save +5 (+1 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Iron Throne (1 def, 6 armour) thick linen cloak of Iron Throne (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+4 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+6 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+3 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 1.0 Power cost 50 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
stormwoven cashmere robe of life (0 def, 0 armour) stormwoven cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Nature While equipped: Stats +5 Str +5 Mag +5 Wil offense ------ Damage +5% lightning +7% physical +8% cold defense ------ Resistance +7% lightning +6% cold +10% blight +11% all Life +72.00 Life Regen +1.50 Healmod +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloudoath the pair of iron boots (0 def, 3 armour) Cloudoath the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Power +5 (+1 eff.) Damage +6% acid +6% physical Ignore resists +10% lightning On-Hit (Melee): * 10% chance to reduce armor by 17% defense ------ Armor +3 Fatigue -3% Physical save +6 (+2 eff.) Unlife -20.00 life other ------- Encumbrance +24 Stamina/turn +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fogspar (0 def, 3 armour) Fogspar (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +7 Str +2 Wil +5 Con offense ------ Damage +7% physical When Hit 10 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Armor +3 other ------- See Invis +3 Size +1 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Glowstone (0 def, 1 armour) Glowstone (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Dex +7 Wil +6 Lck offense ------ Mind Crit +4% defense ------ Armor +1 Stealth +7 other ------- Psi when Hit +0.16 Light +3 A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour) Shoes of Moving Slowly (0 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+1 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+3 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
pair of iron boots 'Shadowslice' (0 def, 3 armour) pair of iron boots 'Shadowslice' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +2% Resistance +3% darkness +3% fire Life Regen +4.00 Cut Resist +10% Silence Resist +21% Confus Resist +23% Stun Resist +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots (0 def, 3 armour) traveler's pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue -2% Physical save +6 (+2 eff.) other ------- Encumbrance +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of voratun boots of phasing (0 def, 5 armour) undeterred pair of voratun boots of phasing (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil defense ------ Armor +5 Fatigue +4% Silence Resist +46% Confus Resist +44% Stun Resist +45% Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Unarmed combat: Weapon Damage 6.0 - 6.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 100% fire On Hit: 30% Flamespit 3 Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 41.93 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)1.5 Encumbrance T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +15% Mindpower +12 (+6 eff.) Damage +25% nature Ignore resists +25% nature defense ------ Armor +8 Defense +6 (+2 eff.) Spell save +15 (+8 eff.) Life +100.00 other ------- Light +1 Unarmed combat: Weapon Damage 34.0 - 47.6 Physical Uses 40% Str, 40% Cun, 40% Dex Ignore Armor +18 Critical Rate +12.0% Attack Speed 83% On-hit +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 133.00 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
hardened leather gloves 'Puswinnow' (0 def, 10 armour) hardened leather gloves 'Puswinnow' (0 def, 10 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Str +3 Wil +3 Con offense ------ Ignore resists +5% nature defense ------ Armor +10 Resistance +6% temporal Physical save +3 (+1 eff.) Life +60.00 Disease Resist +20% Disarm Resist +29% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 15.5 - 17.1 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Disarm 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of war-making (0 def, 7 armour) =ggg= heroic drakeskin leather gloves of war-making (0 def, 7 armour) =ggg=1.0 Encumbrance T4 hands armor [Ego++] Master While equipped: offense ------ Physical Crit +12.0% Spell Crit +12% Mind Crit +18% Critical power +8.00% defense ------ Armor +7 Mind save +9 (+3 eff.) Life +66.00 Unarmed combat: Weapon Damage 40.5 - 44.6 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +3 Ignore Armor +5 Critical Rate +15.0% Attack Speed 100% On Hit: 10% Battle Shout 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of strength (+2) (0 def, 1 armour) iron gauntlets of strength (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 11.5 - 16.1 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Corrupted Gaze (4 def, 8 armour) Corrupted Gaze (4 def, 8 armour)3.0 Encumbrance T4 head armor [Unique] Arcane While equipped: Stats +8 Mag +4 Wil +8 Cun offense ------ Damage +20% blight Ignore resists +10% blight Accuracy +10 (+2 eff.) defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +6% Resistance +20% blight Disease Resist +50% other ------- See Stealth +12 See Invis +12 Masteries +0.30 Corruption/Vim On Spell Hit: 10% Vimsense 3 This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)3.0 Encumbrance T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con defense ------ Armor +15 Fatigue +5% Resistance +20% darkness +20% blight Physical save +5 (+1 eff.) Spell save +5 (+3 eff.) Mind save +5 (+2 eff.) other ------- Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds Shadow Power +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
dwarven-steel helm 'Nightpower' (0 def, 4 armour) dwarven-steel helm 'Nightpower' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex offense ------ Ignore resists +20% mind On-Hit (Melee): * 10% chance to reduce damage dealt by 18% defense ------ Armor +4 Fatigue +4% Resistance +18% darkness other ------- Max psi +40.00 Skullcracker: Puts all charms on 20 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 768.6 Physical damage. If the attack hits, the target is confused (43% 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. |
hardened leather cap 'Voriba' (0 def, 3 armour) hardened leather cap 'Voriba' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +6 Mag defense ------ Armor +3 Fatigue +3% Resistance +8% lightning +10% temporal +6% light +6% fire +12% acid Unlife -40.00 life Life +40.00 A cap made of leather. |
iron helm of constitution (+3) (0 def, 3 armour) iron helm of constitution (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of constitution (+2) (0 def, 1 armour) rough leather cap of constitution (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Con defense ------ Armor +1 Fatigue +1% A cap made of leather. |
stabilizing iron helm of strength (+4) (0 def, 3 armour) stabilizing iron helm of strength (+4) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +4 Str defense ------ Armor +3 Fatigue +5% Physical save +11 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel mail armour of Eyal (3 def, 8 armour) dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego+] Nature While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Life +33.00 Life Regen +3.00 Healmod +10% A suit of armour made of mail. |
impenetrable iron mail armour of clarity (2 def, 11 armour) impenetrable iron mail armour of clarity (2 def, 11 armour)14.0 Encumbrance T1 heavy armor [Ego] Master/Psionic While equipped: defense ------ Armor +11 Defense +2 (+1 eff.) Fatigue +12% Resistance +5% mind Mind save +10 (+4 eff.) A suit of armour made of mail. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
prismatic steel mail armour of clarity (2 def, 6 armour) prismatic steel mail armour of clarity (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Arcane/Psionic While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +12% darkness +7% mind +12% light Mind save +13 (+5 eff.) A suit of armour made of mail. |
marauder's hardened leather armour (11 def, 6 armour) marauder's hardened leather armour (11 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Master While equipped: Stats +5 Str +5 Dex defense ------ Armor +6 Defense +11 (+4 eff.) Fatigue +8% Physical save +5 (+1 eff.) A suit of armour made of leather. |
5 agate 5 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. |
260 alchemist agate 260 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. |
6 onyx 6 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. |
Wyrm Bile Wyrm Bile0.0 Encumbrance blood corpse [Plot Item] Nature Drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
aquamarine 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 lapis lazuli 4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal 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. |
4 sapphire 4 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) 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 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
5 emerald 5 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 jade 3 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. |
15 spinel 15 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 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. |
Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(88 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 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. |
piercing alchemist's lamp piercing alchemist's lamp1.0 Encumbrance T3 lite [Ego+] Master While equipped: offense ------ Ignore resists +7% all Ignore Armor +7 other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
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. |
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. |
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. |
Petrified Wood Petrified Wood0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
38 alchemist bloodstone 38 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. |
5 bloodstone 5 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. |
5 fire opal 5 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. |
8 garnet 8 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 ruby 3 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. |
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. |
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. |
dwarven steel grip dwarven steel grip0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +80% other ------- Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel kinetic stabiliser dwarven steel kinetic stabiliser0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Physical save +9 (+2 eff.) Pinning Resist +15% Knockbk Resist +15% Teleport Resist +100% Tinkers can be attached to normal items to improve them with steam power! |
2 amethyst 2 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. |
quick elm wand of shielding [power 98] (13 cooldown) quick elm wand of shielding [power 98] (13 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 98 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
3 diamond 3 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. |
pearl 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. |
quartz 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. |
4 amber 4 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. |
13 ametrine 13 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. |
16 citrine 16 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. |
11 zircon 11 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. |
Achievements
By Berkygen the Yeek Berserker level 34
20th Pyre 123rd year of Ascendancy at 14:58 see stats
By Berkygen the Yeek Berserker level 34
5th Pyre 123rd year of Ascendancy at 22:36 see stats
By Berkygen the Yeek Berserker level 20
15th Regrowth 123rd year of Ascendancy at 06:32 see stats
By Berkygen the Yeek Berserker level 38
37th Pyre 123rd year of Ascendancy at 09:58 see stats
By Berkygen the Yeek Berserker level 3
77th Pyre 122nd year of Ascendancy at 01:23 see stats
By Berkygen the Yeek Berserker level 46
9th Dusk 123rd year of Ascendancy at 19:13 see stats
By Berkygen the Yeek Berserker level 37
31st Pyre 123rd year of Ascendancy at 01:40 see stats
By Berkygen the Yeek Berserker level 28
66th Regrowth 123rd year of Ascendancy at 17:44 see stats
By Berkygen the Yeek Berserker level 36
28th Pyre 123rd year of Ascendancy at 10:33 see stats
By Berkygen the Yeek Berserker level 48
24th Dusk 123rd year of Ascendancy at 11:05 see stats
By Berkygen the Yeek Berserker level 20
27th Regrowth 123rd year of Ascendancy at 17:49 see stats
By Berkygen the Yeek Berserker level 28
64th Regrowth 123rd year of Ascendancy at 00:45 see stats
By Berkygen the Yeek Berserker level 45
1st Dusk 123rd year of Ascendancy at 03:34 see stats
By Berkygen the Yeek Berserker level 32
2nd Pyre 123rd year of Ascendancy at 06:59 see stats
By Berkygen the Yeek Berserker level 40
38th Pyre 123rd year of Ascendancy at 00:32 see stats
By Berkygen the Yeek Berserker level 10
29th Haze 122nd year of Ascendancy at 02:18 see stats
By Berkygen the Yeek Berserker level 20
2nd Regrowth 123rd year of Ascendancy at 09:25 see stats
By Berkygen the Yeek Berserker level 30
74th Regrowth 123rd year of Ascendancy at 19:13 see stats
By Berkygen the Yeek Berserker level 40
37th Pyre 123rd year of Ascendancy at 20:36 see stats
By Berkygen the Yeek Berserker level 50
47th Dusk 123rd year of Ascendancy at 19:56 see stats
By Berkygen the Yeek Berserker level 24
46th Regrowth 123rd year of Ascendancy at 01:45 see stats
By Berkygen the Yeek Berserker level 36
28th Pyre 123rd year of Ascendancy at 02:38 see stats
By Berkygen the Yeek Berserker level 27
53rd Regrowth 123rd year of Ascendancy at 09:22 see stats
By Berkygen the Yeek Berserker level 20
27th Regrowth 123rd year of Ascendancy at 13:27 see stats
By Berkygen the Yeek Berserker level 37
28th Pyre 123rd year of Ascendancy at 20:29 see stats
By Berkygen the Yeek Berserker level 31
80th Regrowth 123rd year of Ascendancy at 17:02 see stats
By Berkygen the Yeek Berserker level 11
36th Haze 122nd year of Ascendancy at 13:48 see stats
By Berkygen the Yeek Berserker level 47
23rd Dusk 123rd year of Ascendancy at 22:50 see stats
By Berkygen the Yeek Berserker level 18
9th Allure 123rd year of Ascendancy at 14:05 see stats
By Berkygen the Yeek Berserker level 41
60th Pyre 123rd year of Ascendancy at 21:30 see stats
By Berkygen the Yeek Berserker level 29
73rd Regrowth 123rd year of Ascendancy at 13:03 see stats
By Berkygen the Yeek Berserker level 19
2nd Regrowth 123rd year of Ascendancy at 00:28 see stats
By Berkygen the Yeek Berserker level 37
35th Pyre 123rd year of Ascendancy at 12:23 see stats
By Berkygen the Yeek Berserker level 33
5th Pyre 123rd year of Ascendancy at 10:16 see stats
Log
Berserker Rage's rage subsides!
Talent Warshout is ready to use.
--------------------------------
There is a way to the previous level here (press '' or right click to use).
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You collect a new ingredient: lump of stralite (1).
You gain 4.95 gold from the melting of radiant stralite mail armour of stability (4 def, 8 armour).
You gain 11.16 gold from the melting of stone warden's drakeskin leather gloves of archery (0 def, 18 armour).
You gain 7.39 gold from the melting of scouring drakeskin leather gloves of strength (+5) (0 def, 3 armour).
You collect a new ingredient: lump of voratun (1).
You gain 3.45 gold from the melting of pair of voratun boots of phasing (0 def, 5 armour).
You gain 6.08 gold from the melting of ravager's drakeskin leather belt.
You collect a new ingredient: lump of voratun (1).
You gain 11.14 gold from the melting of plaguebringer's voratun waraxe of evisceration (40-56 power, 6 apr).
You collect a new ingredient: lump of stralite (1).
You gain 6.28 gold from the melting of windwalling stralite steamsaw of erosion (30-45 power, 0 apr).
You collect a new ingredient: lump of voratun (1).
You gain 12.08 gold from the melting of stormbringer's voratun steamsaw of rage (40-60 power, 0 apr).
You collect a new ingredient: lump of voratun (1).
You gain 5.31 gold from the melting of impervious voratun steamsaw (38-58 power, 0 apr).
You collect a new ingredient: lump of voratun (1).
You gain 7.70 gold from the melting of coruscating voratun steamsaw of torment (40-60 power, 0 apr).
You collect a new ingredient: lump of voratun (1).
You gain 9.42 gold from the melting of quick voratun mace of enduring (46-64 power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 25.00 gold from the melting of Freezeterror (36-47 power, 9 apr).
There is a way to the next level here (press '' or right click to use).
Berkygen no longer revels in blood quite so much.