














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : 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:
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.
Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Googly Eyes 1.7.0Adds googly eyes to actors. Eyes wobble around very slowly, and get shaken to point in a new direction when you get a critical hit. Some creatures, especially from addons, may have their eyes appear somewhere weird. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Skirmisher |
| Level / Exp | 50 / 1184% |
| Size | medium |
| Lifes / Deaths | Killed by Grand Corruptor at level 29 on the 26th Regrowth 123rd year of Ascendancy at 20:48 0 / 10Killed by Grand Corruptor at level 29 on the 26th Regrowth 123rd year of Ascendancy at 21:18 Killed by Emamissra the ungolmor at level 50 on the 11st Dusk 124th year of Ascendancy at 06:49 Killed by Bethywen the orc cryomancer at level 50 on the 11st Dusk 124th year of Ascendancy at 09:40 Killed by Elandar at level 50 on the 75th Dusk 124th year of Ascendancy at 20:21 Killed by Elandar at level 50 on the 75th Dusk 124th year of Ascendancy at 22:00 Killed by Elandar at level 50 on the 76th Dusk 124th year of Ascendancy at 00:39 Killed by Elandar at level 50 on the 76th Dusk 124th year of Ascendancy at 02:06 Killed by Elandar at level 50 on the 76th Dusk 124th year of Ascendancy at 04:58 Killed by Elandar at level 50 on the 76th Dusk 124th year of Ascendancy at 05:01 |
Primary Stats
| Strength | 53 (base 33) |
| Dexterity | 101 (base 60) |
| Constitution | 69 (base 62) |
| Magic | 23 (base 11) |
| Willpower | 19 (base 15) |
| Cunning | 126 (base 60) |
Resources
| Life | -586/1299 |
| Steam | 100/100 |
| Stamina | 270/270 |
| Equilibrium | 0 |
| Healing Factor | 1.3727219866911 |
| Regeneration | 51.821714094089 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +125% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 9 |
| See Stealth | 111.6852456974 |
| See Invisible | 104.6852456974 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 195 |
| Accuracy | 78 |
| Crit Chance | 88% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +35% |
| Nature | +30% |
| Fire | +35% |
| Darkness | +25% |
| Arcane | +35% |
| Cold | +35% |
| All | +10% |
Offense: Damage Penetration
| Lightning | +25% |
| Nature | +20% |
| Fire | +25% |
| Darkness | +20% |
| Arcane | +25% |
| Cold | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 67.333955552641 (100%) |
| Defense | 104 |
| Ranged Defense | 109 |
| Fatigue | 0 |
| Physical Save | 60 |
| Spell Save | 50 |
| Mental Save | 54 |
Defense: Resistances
| Acid | + 52%( 70%) |
| Blight | + 52%( 70%) |
| Arcane | + 23%( 70%) |
| Mind | + 28%( 70%) |
| All | + 18%( 70%) |
| Darkness | + 54%( 70%) |
| Light | + 43%( 70%) |
| Temporal | + 66%( 70%) |
| Fire | + 39%( 70%) |
| Nature | + 11%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
| Poison Resistance | 70% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 875% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.9 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 195% efficiency and cooldown mod of 52%. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 172% efficiency and cooldown mod of 99%. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Poisons | 1.80 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Sling-Bastard. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Sling-Bastard. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost defiler from death by Sling-Bastard. Escort: lost defiler (level 2 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Sling-Bastard. Escort: lost defiler (level 5 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Sling-Bastard. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Sling-Bastard. Escort: lost warrior (level 3 of Dreadfell) | failed |
You failed to protect the repented thief from death by Sling-Bastard. Escort: repented thief (level 1 of Dreadfell) | failed |
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. | active |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 Minotaur. * 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 an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You must explore Norgos' Lair. * You have explored the Heart of the Gloom and slain the Withering Thing. | active |
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. | 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 AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed ice wyrm tooth. * You've found the needed mummified bone. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. 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. | completed |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within1 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 | dreamer's pair of voratun boots of evasion (15 def, 5 armour) 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +6 Cun +4 Wil ----- def ----- Armour +5 Defense +15 (+2 eff.) Fatigue +4% Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +15 (+5 eff.) ---------- misc Talents +3 Rocket Boots Evasion: (Instant) Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 52 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed pouch of voratun shots of annihilation (6/24, 72-86 power, 11 apr) 3.0 T5 shot ammo [Ego++] Master Power 72.0 - 86.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +11 Crit +29.0% Capacity 24 Proj.spd +200% On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +5 Antimagic Shell Shots are used with slings to pummel your foes to death. |
| Light source | dwarven lantern 'Bogbore'1.0 T5 lite [Random Unique] Arcane/Psionic While equipped: dps ---------- Dmg.mod +15% darkness On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Armour +2 Defense +30 (+5 eff.) Resists +14% light +3% temporal +5% arcane +3% darkness Affinity +5% darkness Phys.save +17 (+4 eff.) Spell.save +14 (+5 eff.) Mind.save +28 (+9 eff.) Poison- +20% ---------- misc Max.psi +10.00 Light +5 Infravis +3 See.Stealth +24 See.Invis +17 Moonlight Ray: Puts all charms on 6 cooldown Level 5.5 Pwr.cost 6 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 148.70 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +150% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | Stimulus2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+2 eff.) Phys.save +15 (+3 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 3 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
| On fingers | pixie's stralite ring of misery0.1 T4 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +9 Cun +2 Mag dps ---------- Spell.pwr +5 (+3 eff.) Melee+ 8 physical Ranged+ 5 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 26 On Hit (Ranged): * 16% chance to reduce all saves and defense by 26 ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 14 cooldown Level 4.5 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +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 | Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+3 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | Hare-Skin Sling 4.0 T3 sling 1H weapon [Unique] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit: * shock your foe dealing 40 damage and draining some of their resources While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 4.5 Pwr.cost 6 out of 8/8. Range 10 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 147% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
| Around waist | Emblem of Evasion 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Defense +10 (+2 eff.) Rng.Def +20 (+3 eff.) Proj.evade +15% Proj.slow +55% Evasion: (Instant) Level 7.2 Pwr.cost 20 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 72 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 50.0 - 60.0 Temporal Uses 20% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: dps ---------- Spell.pwr +12 (+6 eff.) ----- def ----- Armour +4 Defense +8 (+1 eff.) Rng.Def +10 (+2 eff.) Resists +30% temporal Dmg.red +20 all Spell.save +20 (+7 eff.) Proj.slow +50% ---------- misc Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
| Cloak | Serpentine Cloak (20 def, 0 armour) 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+3 eff.) Resists +25% fire +25% light Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
| Main armor | Duathellord the drakeskin leather armour (48 def, 28 armour) 9.0 T5 light armor [Rare] Master While equipped: Stats +6 Str +10 Dex +10 Cun +6 Con dps ---------- Res.pen +20% darkness Acc +15 (+4 eff.) ----- def ----- Armour +28 Defense +48 (+8 eff.) Fatigue +8% Resists +12% mind Crit.chn- 35.00% Phys.save +18 (+4 eff.) A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 129% / cooldown 71%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 129% efficiency and cooldown mod of 71%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (226.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 248.60 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. |
schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: White Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Tome of Wildfire0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
Chamezor the gold amulet0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Spell.crit +7% Res.pen +10% arcane Phasing +20% ----- def ----- Phys.save +13 (+3 eff.) Spell.save +19 (+6 eff.) Mind.save +16 (+6 eff.) Amulets make your neck look great! |
restful copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 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. |
Elina0.1 T4 ring jewelry [Rare] Master While equipped: Stats +5 Cun +3 Con ----- def ----- Fatigue -7% Resists +9% light +4% physical Max.HP +100.00 Disarm- +20% ---------- misc Max.enc +32 Rings make your fingers look great! |
Glorowen the Jettickler0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid +18% darkness Melee Ret 10 cold On Hit (Melee): * 10% chance to reduce armor by 28% ----- def ----- Resists +6% darkness Max.HP +26.00 Disarm- +22% Pinning- +28% Knockbk- +24% Rings make your fingers look great! |
Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Mov.spd +21% Dmg.mod +12% darkness +3% mind Res.pen +5% mind Acc +13 (+3 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Defense +13 (+2 eff.) Resists +9% darkness Blind- +66% ---------- misc Infravis +10 See.Stealth +43 See.Invis +35 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown Activation is instant. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
savior's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+1 eff.) ----- def ----- Phys.save +7 (+1 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Rings make your fingers look great! |
solipsist's voratun ring of pilfering0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +8 Cun +7 Wil dps ---------- Mind.pwr +14 (+4 eff.) Acc +17 (+4 eff.) Apr +15 ----- def ----- Defense +14 (+2 eff.) Disengage: Puts all charms on 7 cooldown Level 4.5 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 194% 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! |
blazebringer's voratun greatsword of crippling (61-98 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Nature/Master Power 61.0 - 97.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +126 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +14.0% All.spd +15% Res.pen +35% fire Massive two-handed swords. |
voratun mace of projection (43-60 power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Psionic Power 43.0 - 60.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Blunt and deadly. |
caustic drakeskin leather sling of cold4.0 T5 sling 1H weapon [Ego+] Arcane/Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +17 cold On Crit.r2 +38 acid +45 nature While equipped: dps ---------- Dmg.mod +17% cold Res.pen +17% acid +22% nature Apr +15 Slings are used to hurl stones or metal shots at your foes. |
impervious voratun steamsaw of reflection (38-58 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 38.5 - 57.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +100 Uses 1.0 Steam When used to Attack: Block +108 While equipped: Stats +6 Con ----- def ----- Armour +18 Defense +10 (+2 eff.) Fatigue +12% Resists +20% light +20% darkness Phys.save +11 (+2 eff.) ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun waraxe (41-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Normal] Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% One-handed war axes. |
Deepstouch the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% darkness Res.pen +5% physical ----- def ----- Fatigue -5% Resists +6% darkness Phys.save +3 (+0 eff.) Die.at -20.00 life ---------- misc Max.enc +21 A belt that goes around your waist. |
Pitchkarma the drakeskin leather belt1.0 T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +4 Dex +9 Wil +6 Cun dps ---------- Dmg.mod +9% darkness ----- def ----- Resists +3% lightning +16% fire +21% cold Phys.save +16 (+4 eff.) Spell.save +20 (+7 eff.) Mind.save +24 (+8 eff.) Max.HP +91.00 A belt that goes around your waist. |
blurring rough leather belt of life1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +9 (+1 eff.) Stealth +5 HP.reg +0.60 Heal.mod +10% A belt that goes around your waist. |
Boltking (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +9% blight ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +3% blight +10% cold +6% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Smearspawner' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +8 Mag dps ---------- Dmg.mod +9% nature Res.pen +15% mind Melee Ret 10 nature On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Defense +2 (+0 eff.) Crit.chn- 15.00% Max.HP +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yeek-fur Robe (10 def, 5 armour)2.0 T3 cloth armor [Unique] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +20% mind ----- def ----- Armour +5 Defense +10 (+2 eff.) Resists +20% cold +20% mind +11% all Mind.save +10 (+4 eff.) Confus- +35% ---------- misc Telepathy Humanoid A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
focusing woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: Stats +5 Mag +5 Wil ----- def ----- Resists +7% blight +9% all Max.HP +48.00 HP.reg +1.50 Heal.mod +10% ---------- misc Mana/turn +0.12 Psi/turn +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 21 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Shoes of Moving Quickly (10 def, 12 armour)2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Armour +12 Defense +10 (+2 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
Tandur the pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Rare] Psionic While equipped: Stats +6 Con +15 Wil dps ---------- Mind.pwr +9 (+3 eff.) Res.pen +9% physical ----- def ----- Armour +5 Resists +9% darkness +6% arcane +12% blight +15% cold +9% nature +21% light Mind.save +18 (+6 eff.) ---------- misc Hate/m.crit +5.00 Blindside: Puts all charms on 17 cooldown Level 2.5 Pwr.cost 17 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
miner's pair of rough leather boots (0 def, 2 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +2 ---------- misc Infravis +1 A pair of boots made of leather. |
pair of rough leather boots 'Fognull' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Res.pen +5% darkness ----- def ----- Armour +1 Resists +9% blight +6% fire +6% light Spell.save +6 (+2 eff.) Rush: Puts all charms on 17 cooldown Level 3.5 Pwr.cost 17 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
reinforced pair of hardened leather boots of strife (0 def, 11 armour)2.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +4 Con +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +6% physical ----- def ----- Armour +11 Resists +7% acid +10% fire +7% lightning +8% cold Blindside: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 22 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Mucusslice the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +2 Wil +2 Mag dps ---------- Phys.crit +11.0% Spell.crit +8% Mind.crit +11% Crit.mult +10.00% Res.pen +15% blight On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Armour +2 Resists +6% lightning +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+6 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
iron gauntlets of butchering (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Acc +5 (+2 eff.) Apr +5 ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Spell.save +8 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
radiant rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 5 light Dmg.mod +4% light ----- def ----- Armour +1 Resists +6% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+5 eff.) ----- def ----- Defense +8 (+1 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 3.5 Pwr.cost 12 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 18.15 mind and 20.62 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 19% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 19. Terrified: Deals 4.40 mind and 5.00 darkness damage per turn and increases cooldowns by 30%. Haunted: Causes the target to suffer 7.20 mind and 8.19 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Masochism (0 def, 0 armour)9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+5 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Blood Grasp: Level 6.5 Pwr.cost 8 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 109.82 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+3 eff.) Rng.Def +10 (+2 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
669 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.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. |
Satyrresolve the iron pickaxe (dig speed 27 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Cun +1 Str dps ---------- Res.pen +5% nature On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Resists +3% nature Mind.save +9 (+3 eff.) ---------- misc Max.hate +2.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle"2.0 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. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eilinamithra the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Resists +9% lightning +3% cold +3% temporal Phys.save +5 (+1 eff.) Die.at -60.00 life Heal.mod +11% ---------- misc 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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 3.5 Pwr.cost 17 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 139.85 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 139.85 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 226 cold damage (based on your Magic). Uses 14 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(68 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Tempestblood the dwarven lantern1.0 T5 lite [Rare] Master While equipped: Stats +4 Dex +3 Wil +8 Con dps ---------- Res.pen +15% arcane Melee Ret 8 arcane 10 light ----- def ----- Resists +18% lightning +5% arcane +6% light ---------- misc Light +10 Infravis +3 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
brass lantern 'Mayygabeth'2.0 T1 lite [Rare] Disrupt While equipped: ----- def ----- Resists +9% darkness +3% mind +3% all Phys.save +6 (+1 eff.) Spell.save +5 (+2 eff.) Die.at -20.00 life HP.reg +2.00 ---------- misc 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. |
Dragon Orb (Orb of Command)1.0 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)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 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)1.0 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 Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 66 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+4 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
78 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
5 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 132 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. |
amazing fiery salve [power 22] amazing fiery salve [power 22]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 magical effects and grants a fiery aura (22% fire, light and lightning affinity) Puts Talent Medical Injector on 17 cooldown Activation is instant. Medical salve. |
great healing salve [power 276] great healing salve [power 276]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 276 Puts Talent Medical Injector on 10 cooldown Medical salve. |
potent healing salve [power 187] potent healing salve [power 187]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 187 Puts Talent Medical Injector on 10 cooldown Medical salve. |
potent water salve [power 14] potent water salve [power 14]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 mental effects and grants a water aura (14% blight, mind and acid affinity). Puts Talent Medical Injector on 17 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 17] powerful frost salve [power 17]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 17 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 232] powerful healing salve [power 232]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 232 Puts Talent Medical Injector on 10 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Windraven (14/14, 38-46 power, 8 apr)3.0 T3 shot ammo [Rare] Master Power 38.0 - 45.6 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +8 Crit +12.0% Capacity 14 Proj.spd +200% Ranged+ +20 fire +20 nature On Hit.r1 +8 nature +8 acid On Crit.r2 +20 acid +8 fire +8 nature On Hit: * 20% chance to reduce armor by 28% Shots are used with slings to pummel your foes to death. |
Zubevena the Gloombender (2/21, 70-83 power, 6 apr)3.0 T5 shot ammo [Rare] Master Power 69.5 - 83.4 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +22.0% Capacity 21 On Hit.r1 +20 darkness +20 nature On Crit.r2 +20 darkness On Hit: * 20 arcane resource burn On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
acidic pouch of iron shots (20/20, 16-19 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane Power 15.5 - 18.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 20 On Crit: * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 Shots are used with slings to pummel your foes to death. |
deadly pouch of dwarven-steel shots of erosion (14/14, 44-52 power, 3 apr)3.0 T3 shot ammo [Ego] Nature/Master Power 43.5 - 52.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 14 Ranged+ +5 nature Shots are used with slings to pummel your foes to death. |
flaming pouch of dwarven-steel shots of daylight (17/17, 32-39 power, 3 apr)3.0 T3 shot ammo [Ego] Arcane Power 32.5 - 39.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 17 Ranged+ +7 light Against +13% Undead On Hit.r1 +6 fire Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Midil' (22/22, 67-80 power, 6 apr)3.0 T5 shot ammo [Random Unique] Master Power 67.0 - 80.4 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +19 Apr +6 Crit +30.0% Capacity 22 Ranged+ +20 acid +8 arcane On Hit.r1 +20 acid +4 arcane On Crit.r2 +4 acid On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
dwarven steel crystal plating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
stralite back support0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -16% ---------- misc Max.enc +40 Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun grounding strap0.0 T5 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +30% lightning Stun/Frz- +50% Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
stralite torque of gale force 'Berysta' [power 350] (10 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +6 Cun +2 Dex dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +9% physical ----- def ----- Defense +25 (+4 eff.) Resists +6% mind HP.reg +4.00 Stun/Frz- +20% ---------- misc Max.stam +30.00 Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 385 physical damage Puts all charms on 10 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging [power 116] (10 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 151 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
9 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 20 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. |
9 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.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 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Sling-Bastard the Thalore Skirmisher level 36
40th Haze 123rd year of Ascendancy at 22:56 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Sling-Bastard the Thalore Skirmisher level 50
12nd Dusk 124th year of Ascendancy at 05:32 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Sling-Bastard the Thalore Skirmisher level 36
2nd Flare 123rd year of Ascendancy at 17:01 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Sling-Bastard the Thalore Skirmisher level 41
52nd Haze 123rd year of Ascendancy at 18:46 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Sling-Bastard the Thalore Skirmisher level 41
58th Haze 123rd year of Ascendancy at 14:26 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Sling-Bastard the Thalore Skirmisher level 49
29th Pyre 124th year of Ascendancy at 10:27 see stats
Backstabbing Traitor (Nightmare (Adventure) difficulty)
Killed 6 escorted adventurers while you were supposed to save them.By Sling-Bastard the Thalore Skirmisher level 34
3rd Summertide 123rd year of Ascendancy at 04:58 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Sling-Bastard the Thalore Skirmisher level 39
49th Haze 123rd year of Ascendancy at 01:55 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Sling-Bastard the Thalore Skirmisher level 16
35th Dusk 122nd year of Ascendancy at 22:36 see stats
Catch that Plumpkin! (Nightmare (Adventure) difficulty)
Finish the Plumpkin event.By Sling-Bastard the Thalore Skirmisher level 31
64th Pyre 123rd year of Ascendancy at 01:46 see stats
Clone War (Nightmare (Adventure) difficulty)
Destroyed your own Shade.By Sling-Bastard the Thalore Skirmisher level 49
1st Dusk 124th year of Ascendancy at 11:05 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Sling-Bastard the Thalore Skirmisher level 36
32nd Haze 123rd year of Ascendancy at 21:53 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Sling-Bastard the Thalore Skirmisher level 37
45th Haze 123rd year of Ascendancy at 18:17 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Sling-Bastard the Thalore Skirmisher level 40
52nd Haze 123rd year of Ascendancy at 10:24 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Sling-Bastard the Thalore Skirmisher level 21
9th Decay 122nd year of Ascendancy at 00:31 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sling-Bastard the Thalore Skirmisher level 27
12nd Regrowth 123rd year of Ascendancy at 09:52 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Sling-Bastard the Thalore Skirmisher level 31
63rd Pyre 123rd year of Ascendancy at 03:18 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Sling-Bastard the Thalore Skirmisher level 50
70th Dusk 124th year of Ascendancy at 16:42 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sling-Bastard the Thalore Skirmisher level 29
37th Regrowth 123rd year of Ascendancy at 08:08 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Sling-Bastard the Thalore Skirmisher level 43
58th Haze 123rd year of Ascendancy at 15:22 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Sling-Bastard the Thalore Skirmisher level 10
1st Flare 122nd year of Ascendancy at 22:39 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Sling-Bastard the Thalore Skirmisher level 20
57th Dusk 122nd year of Ascendancy at 12:46 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Sling-Bastard the Thalore Skirmisher level 30
64th Regrowth 123rd year of Ascendancy at 07:52 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Sling-Bastard the Thalore Skirmisher level 40
50th Haze 123rd year of Ascendancy at 13:44 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Sling-Bastard the Thalore Skirmisher level 50
9th Dusk 124th year of Ascendancy at 00:34 see stats
Oozemancer (Nightmare (Adventure) difficulty)
Destroyed the corrupted oozemancer.By Sling-Bastard the Thalore Skirmisher level 48
11st Pyre 124th year of Ascendancy at 23:32 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Sling-Bastard the Thalore Skirmisher level 50
50th Dusk 124th year of Ascendancy at 09:39 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Sling-Bastard the Thalore Skirmisher level 50
61st Dusk 124th year of Ascendancy at 09:59 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Sling-Bastard the Thalore Skirmisher level 20
57th Dusk 122nd year of Ascendancy at 13:21 see stats
Shasshhiy'Kaish (Nightmare (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Sling-Bastard the Thalore Skirmisher level 20
72nd Dusk 122nd year of Ascendancy at 00:54 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Sling-Bastard the Thalore Skirmisher level 21
9th Decay 122nd year of Ascendancy at 01:46 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Sling-Bastard the Thalore Skirmisher level 21
62nd Haze 122nd year of Ascendancy at 20:23 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Sling-Bastard the Thalore Skirmisher level 38
46th Haze 123rd year of Ascendancy at 00:36 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Sling-Bastard the Thalore Skirmisher level 7
7th Mirth 122nd year of Ascendancy at 21:26 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Sling-Bastard the Thalore Skirmisher level 50
50th Dusk 124th year of Ascendancy at 18:40 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Sling-Bastard the Thalore Skirmisher level 21
64th Haze 122nd year of Ascendancy at 20:52 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Sling-Bastard the Thalore Skirmisher level 41
58th Haze 123rd year of Ascendancy at 04:58 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Sling-Bastard the Thalore Skirmisher level 26
8th Regrowth 123rd year of Ascendancy at 03:26 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Sling-Bastard the Thalore Skirmisher level 50
60th Dusk 124th year of Ascendancy at 13:00 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Sling-Bastard the Thalore Skirmisher level 44
9th Decay 123rd year of Ascendancy at 06:07 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Sling-Bastard the Thalore Skirmisher level 21
63rd Haze 122nd year of Ascendancy at 22:21 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Sling-Bastard the Thalore Skirmisher level 30
65th Regrowth 123rd year of Ascendancy at 00:48 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Sling-Bastard the Thalore Skirmisher level 17
36th Dusk 122nd year of Ascendancy at 14:50 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Sling-Bastard the Thalore Skirmisher level 50
76th Dusk 124th year of Ascendancy at 04:58 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Sling-Bastard the Thalore Skirmisher level 35
2nd Flare 123rd year of Ascendancy at 03:10 see stats
Log
Sling-Bastard cleverly deflects the attack with his shield!
Sling-Bastard repels an attack from Sling-Bastard.
Deadly Poison from Sling-Bastard hits Iceblock for 17 fire, 17 cold, 17 lightning, 17 arcane (65 total damage).
Deep Wound from Sling-Bastard hits Iceblock for 22 fire, 22 cold, 22 lightning, 22 arcane (87 total damage).
Bleeding from Sling-Bastard hits Iceblock for 54 fire, 54 cold, 54 lightning, 54 arcane (214 total damage).
Melee retaliation hits Iceblock for 8 fire, 8 cold, 8 lightning, 8 arcane (29 total damage).
Dread hits Sling-Bastard for (20 flat reduction), (30 to ice), 45 physical (45 total damage).
Elandar casts Phase Door.
Sling-Bastard resists the punch!
Elandar's Strike hits Sling-Bastard for (20 flat reduction), (273 to ice), 409 physical (409 total damage).
Sling-Bastard is free from the ice.
Deadly Poison from Sling-Bastard hits Argoniel for 9 fire, 8 cold, 9 lightning, 9 arcane (35 total damage).
Sling-Bastard receives 24 healing from Deadly Poison from Sling-Bastard.
Bleeding from Sling-Bastard hits Argoniel for 11 fire, 9 cold, 11 lightning, 11 arcane (40 total damage).
Sling-Bastard receives 27 healing from Deadly Poison from Sling-Bastard.
Deadly Poison from Sling-Bastard hits Elandar for 10 fire, 10 cold, 10 lightning, 9 arcane (38 total damage).
Deep Wound from Sling-Bastard hits Argoniel for 7 fire, 6 cold, 7 lightning, 7 arcane (26 total damage).
Deep Wound from Sling-Bastard hits Elandar for 7 fire, 7 cold, 7 lightning, 6 arcane (25 total damage).
Dread casts Burning Hex.
Sling-Bastard shrugs off Dread's 'Burning Hex'!
Wretch titan's acid area effect hits Dread for 18 acid damage.
Wretch titan's acid area effect hits Dread for 31 acid damage.
Wretch titan's acid area effect hits Sling-Bastard for (20 flat reduction), 3 acid (3 total damage).
Wretch titan's acid area effect hits Elandar for 6 acid damage.
Wretch titan's acid area effect hits Wretch titan for 0 acid damage.
Elandar casts Manathrust.
Elandar's spell attains critical power!
Elandar hits Sling-Bastard for (20 flat reduction), 664 arcane (664 total damage).
Sling-Bastard the level 50 thalore skirmisher was imploded to death by a Elandar on level 11 of High Peak.



































































































































































