











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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. Werekracken's Stone Warden Race Unlock Fork 1.7.4This is a fork of Bnnuy's Stone Warden Race Unlock addon which removes the race lock from stone warden that prevents creation of non-dwarf stone wardens. As a side effect, if you play with multiple addons you should now see all of the talents from those available on adventurers and wanderers too. (This addon makes talents with the not_on_random_boss available to adventurers and wanderers. Use them at your own risk.) This addon overloads the adventurer and wilder classes, and superloads the WandererSeed mod dialog. https://github.com/Werekracken/tome-wkstone-warden-race-unlock Changelog Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! 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:
Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Drem |
| Class | Adventurer |
| Level / Exp | 33 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by Isath the yellow jelly at level 20 on the 29th Loss 122nd year of Ascendancy at 03:01 0 / 7Killed by Gythra the cold drake hatchling at level 25 on the 19th Steel 123rd year of Ascendancy at 05:09 Killed by Isluwe the snow giant thunderer at level 26 on the 23rd Steel 123rd year of Ascendancy at 10:55 Killed by Xada the corrupted protoplasmic controller at level 33 on the 4th Shortage 123rd year of Ascendancy at 09:26 Killed by ritch flamespitter at level 33 on the 4th Shortage 123rd year of Ascendancy at 11:11 Killed by Ce'Nogann the corrupted mastocytic feeder at level 33 on the 4th Shortage 123rd year of Ascendancy at 13:03 Killed by Xada the corrupted protoplasmic controller at level 33 on the 4th Shortage 123rd year of Ascendancy at 15:02 |
Primary Stats
| Strength | 37 (base 18) |
| Dexterity | 19 (base 12) |
| Constitution | 23 (base 12) |
| Magic | 78 (base 60) |
| Willpower | 37 (base 30) |
| Cunning | 58 (base 42) |
Resources
| Mana | 342/342 |
| Equilibrium | 40 |
| Vim | 268/268 |
| Life | -244/790 |
| Steam | 20/100 |
| Stamina | 264/264 |
| Paradox | 427 |
| Healing Factor | 1.2399022211821 |
| Regeneration | -16.292089287373 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 7 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 42 |
| Crit Chance | 26% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 53 |
| Accuracy | 42 |
| Crit Chance | 26% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 15% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +14% |
| Lightning | +9% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Temporal | +20% |
| Darkness | +10% |
| Arcane | +30% |
| Cold | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 49 (30%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 10 |
| Physical Save | 29 |
| Spell Save | 33 |
| Mental Save | 52 |
Defense: Resistances
| Acid | + 39%( 70%) |
| Blight | + 55%( 70%) |
| Physical | -31%( 70%) |
| Cold | + 6%( 70%) |
| All | -30%( 70%) |
| Lightning | + 56%( 70%) |
| Light | -26%( 70%) |
| Mind | -18%( 70%) |
| Arcane | -3%( 70%) |
| Darkness | + 19%( 70%) |
| Fire | -21%( 70%) |
| Nature | -9%( 70%) |
Defense: Immunities
| Disarm Resistance | 60% |
| Bleed Resistance | 50% |
| Confusion Resistance | 70% |
| Instadeath Resistance | 100% |
| Stun Resistance | 40% |
| Poison Resistance | 18% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 167% efficiency and cooldown mod of 58%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 675% 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. |
Class Talents
| Spell / Meta | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Magnetism | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Wild-gift / Ooze | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen power | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Eldritch shield | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Demonic pact | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Energy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Reality Smearing |
| talent | Eldritch Infusion |
| talent | Spellcraft |
| talent | Energy Decomposition |
| talent | Mitosis |
| talent | Shards |
| detrimental effect | The target physical resistance is reduced by 51%. Lowered physical resistance |
| beneficial effect | The target is being grounded in the timeline and is healing 11.49 life per turn. Attenuate |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| beneficial effect | The target has 18 increased life regeneration. Recovery |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Storing damage to unleash as a powerful lightning bolt (185/185). Capacitor Discharge |
| detrimental effect | The target is under a malign influence. All resists have been lowered by 30%. Maligned |
| detrimental effect | Damage received in the past is returned as 63.67 paradox damage per turn. Reality Smearing |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target is surrounded by a crackling web of lightning, reducing all damage taken by 92. Lightning Web |
| detrimental effect | The target fire resistance is reduced by 51%. Lowered fire resistance |
| detrimental effect | Zeeci is fed upon by Xada the corrupted protoplasmic controller. Fed Upon |
Quests
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. | active |
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 successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed honey tree root. * You've found the needed faerlhing fang. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed wretchling eyeball. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed pouch of bone giant dust. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed ice wyrm tooth. * You've found the needed storm wyrm claw. | active |
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! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Bilepyre the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +3% mind Ignore resists +10% acid When Hit 4 acid On-Hit (Melee): * 20% chance to slow global speed by 58% defense ------ Armor +3 Fatigue -7% Resistance +9% nature +3% acid Physical save +8 (+4 eff.) other ------- Encumbrance +23 A pair of boots made of leather. |
| Light source | Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Xanymira the Nightpiety (0 def, 3 armour) 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +8 Str +6 Dex +8 Cun +4 Con offense ------ Ignore resists +10% darkness On-Hit (Melee): * 20% chance to reduce armor by 37% defense ------ Armor +3 Fatigue +3% Crit Resistance 10.00% Mind save +12 (+4 eff.) A hat made of leather. Very stylish. |
| On hands | heroic hardened leather gloves of strength (+3) (0 def, 6 armour) 1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +6 Mind save +7 (+2 eff.) Life +58.00 Disarm Resist +60% other ------- Talents +1 Iron Grip Unarmed combat: Weapon Damage 126% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +4 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Battle Shout level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel torque of mindblast 'Galeschism' [power 255] (32/15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +4 Mag offense ------ Damage +9% lightning defense ------ Resistance +9% lightning other ------- Mana/turn +0.12 Mana-on-crit +2.00 Vim-on-crit +2.00 Max vim +40.00 Blast the opponent's mind dealing 125 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | titan's copper ring of aether (+11%) 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con offense ------ Damage +11% arcane defense ------ Resistance +11% arcane Physical save +6 (+3 eff.) other ------- Vim when Hit +2.00 Rings make your fingers look great! |
| On fingers | treant's gold ring of misery 0.1 Encumbrance T3 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +3 Cun offense ------ On-Hit 8 physical On-Ranged-Hit 5 physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 31 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 31 defense ------ Resistance +7% nature +9% blight Poison Resist +18% Disease Resist +16% other ------- Vim when Hit +2.00 Hate-on-crit +1.00 Max hate +7.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| Around neck | Jetvagrant the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +20% temporal defense ------ Resistance +3% light +5% arcane +9% darkness +9% mind Physical save +3 (+1 eff.) Healmod +13% Cut Resist +50% Stun Resist +10% Heal: Puts all charms on 35 turn cooldown Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 274 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | corrosive stralite shield of crushing (0 def, 8 armour, 166% power, 139 block) 7.0 Encumbrance T4 shield armor [Ego++] Arcane/Master When used to Attack: Weapon Damage 166% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +139 On-hit +12 acid On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Con offense ------ Physical Crit +7.0% Physical Power +9 (+3 eff.) When Hit: * 13% chance to reduce armor by 37% defense ------ Armor +8 Fatigue +8% Resistance +13% acid +27% fire +27% blight +27% physical Damage Reduction +17 blight +17 fire +17 physical other ------- Talents +1 Block Handheld deflection devices. |
| Around waist | Mighty Girdle 1.0 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. |
| In off hand | voratun shield of winter (0 def, 10 armour, 175% power, 207.5 block) 7.0 Encumbrance T5 shield armor [Ego+] Nature When used to Attack: Weapon Damage 175% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +208 On-hit +16 cold While equipped: Stats +2 Wil offense ------ On shield block: * Deals 171 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +10 Fatigue +8% Resistance +29% acid +10% cold +29% darkness +29% blight Damage Reduction +19 acid +19 darkness +19 blight other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Aeramikira' (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Wil +2 Mag offense ------ Damage +3% arcane +12% mind Ignore resists +15% arcane When Hit 10 mind defense ------ Defense +1 (+1 eff.) Resistance +5% arcane +18% lightning Spell save +6 (+3 eff.) Stun Resist +30% other ------- Max mana +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Betylle the Tidewire (12 def, 15 armour) 9.0 Encumbrance T4 light armor [Random Unique] Nature/Master While equipped: offense ------ Mindpower +9 (+3 eff.) On-Hit 8 fire On-Ranged-Hit 8 fire Ignore resists +15% arcane +5% cold When Hit 6 arcane 10 cold defense ------ Armor +15 Defense +12 (+6 eff.) Fatigue +8% Resistance +8% acid +23% physical +18% cold +31% fire +39% lightning other ------- Talents +4 Fiery Cleansing A suit of armour made of leather. |
Inventory
medical injector implant of the psychic (efficiency 156% / cooldown 57%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 156% efficiency and cooldown mod of 57%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 12)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 31 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.5 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the sneak (heal 156; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 156 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. |
heroism infusion of the wizard (die at -586; dur 8; cd 27)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 27 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -586 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1171 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 27%; magical, physical; dur 4; cd 14)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 cure yourself of one random magical and physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
Rune of the Rift (298.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 126.65 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. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 15 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. |
shielding rune (absorb 160; dur 6; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 160 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 455; dur 5; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 455 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 68; blocks 5; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 68 up to 5 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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: 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. |
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: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
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. |
3 schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 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. |
2 schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: 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 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. |
3 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: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Power Distributor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: 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. |
2 schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking 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: Silver Filigree0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 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: Viral Needlegun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof 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. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
grounding copper amulet of strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +10% lightning Stun Resist +23% Amulets make your neck look great! |
Maloregotir0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Con +2 Wil offense ------ Critical power +15.00% Mindpower +5 (+1 eff.) defense ------ Resistance +18% mind Confus Resist +30% other ------- Masteries +0.23 Wild-gift/Summoning (advanced) +0.23 Steamtech/Blacksmith Amulets make your neck look great! |
Xeragamina0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +2 Con offense ------ Critical power +12.00% Spellpower +10 (+4 eff.) Damage +7% blight +5% fire +3% temporal Ignore resists +15% mind defense ------ Resistance +13% temporal Pinning Resist +28% Knockbk Resist +23% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
starlit gold amulet of murder0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: offense ------ Critical power +12.00% Accuracy +7 (+3 eff.) Ignore Armor +15 defense ------ Resistance +12% light +15% darkness Blind Resist +26% Amulets make your neck look great! |
protective stralite amulet of the eclipse0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane/Master While equipped: offense ------ On-Hit 9 light 9 darkness Damage +6% light +9% darkness When Hit: * 9% chance to blind * 12% chance to reduce damage dealt by 25% defense ------ Armor +5 Defense +8 (+4 eff.) Max Resistance +6% all Physical save +11 (+5 eff.) Amulets make your neck look great! |
Freezetaint the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +4 Cun +2 Wil offense ------ Damage +12% lightning When Hit 4 fire defense ------ Resistance +24% lightning +18% cold Mind save +12 (+4 eff.) other ------- Hate-on-crit +2.00 Max hate +10.00 Rings make your fingers look great! |
sneakthief's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +5 (+2 eff.) Rings make your fingers look great! |
Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+3 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 50 out of 50/50. Range 7 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
steel ring 'Sulfursting'0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +24% nature Ignore resists +20% temporal When Hit 6 nature defense ------ Resistance +6% nature Crit Resistance 15.00% Silence Resist +25% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana/turn +0.15 Light +3 Rings make your fingers look great! |
The Black Ring0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +3% defense ------ Spell save +7 (+3 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
gold ring 'Glowlord'0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: offense ------ Damage +3% light Ignore resists +15% light When Hit 2 light defense ------ Resistance +3% light Mind save +9 (+3 eff.) Life +23.00 Blind Resist +38% Disarm Resist +28% Confus Resist +37% Pinning Resist +28% Knockbk Resist +30% other ------- Light +3 Infravision +4 See Stealth +11 See Invisibility +9 Rings make your fingers look great! |
sneakthief's gold ring of lightning (+30%)0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun +6 Dex offense ------ Damage +15% lightning Accuracy +7 (+3 eff.) defense ------ Resistance +30% lightning Rings make your fingers look great! |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
stralite ring of pilfering0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +11 (+4 eff.) Ignore Armor +8 defense ------ Defense +11 (+6 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 119% 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! |
The Gaping Maw (184% power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 60 [Unique] Nature/Disrupt Weapon Damage 184% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +50 acid +50 nature slow On Critical: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: other ------- Cooldown Ice Claw -1 Mana Clash -2 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
enhanced stralite greatsword of shearing (160% power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego++] Nature/Master Weapon Damage 160% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +10 Str +9 Dex +9 Mag +10 Wil +10 Cun +10 Con offense ------ Ignore resists +13% all Accuracy +10 (+4 eff.) Ignore Armor +13 Massive two-handed swords. |
Cautery Sword (150% power, 10 apr)3.0 Encumbrance T3 longsword 1H weapon [Unique] Steamtech Weapon Damage 150% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On Hit: * inflict fire damage based on steampower While equipped: defense ------ Cut Resist +100% This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
Firedeath (138% power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Rare] Master Weapon Damage 139% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-Hit, radius 1 +12 lightning +20 fire While equipped: offense ------ Physical Crit +12.0% Critical power +30.00% Damage +9% physical Ignore resists +15% physical Ignore Armor +12 defense ------ Resistance +15% fire +6% physical Crit Resistance 15.00% One-handed war axes. |
voratun waraxe (149% power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Normal] Weapon Damage 149% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% One-handed war axes. |
Umbral Razor (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Str, 15% Mag, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 51.62 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Moon (100% power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 100% Range: 1.0x-1.3x Uses 20% Dex, 20% Str Damage Darkness Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: other ------- Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shantiz the Stormblade (111% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
enhanced dwarven-steel dagger (118% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Nature Weapon Damage 119% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +5 Str +6 Dex +5 Mag +5 Wil +3 Cun +4 Con Sharp, short and deadly. |
Pinwheel (107% power, 10 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Unique] Steamtech Weapon Damage 107% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +3.0% Attack Speed 100% Block +50 On Hit: * 15% chance to pin the target Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +7 (+4 eff.) Fatigue +7% other ------- Talents +1 Block "Create new, exciting connections in other people's lives, such as between their feet and the floor!" |
Eldoral Last Resort4.0 Encumbrance T3 sling 1H weapon Reqs Dex 26 [Unique] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 118% Range +10 While equipped: Stats +3 Cun +4 Dex offense ------ Damage +15% physical other ------- Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
ranger's steel steamgun of enduring4.0 Encumbrance T2 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +2 Dex +6 Wil +5 Con defense ------ Life +25.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel steamgun of enduring4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 24 [Ego+] Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +7 Wil +7 Con defense ------ Life +35.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Wrathroot's Barkwood (9 def, 10 armour, 130% power, 60 block)7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 131% Range: 1.0x-1.4x Uses 150% Cun Damage Physical Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+5 eff.) Fatigue +14% Resistance +0% acid +20% darkness +0% blight +20% cold +20% nature Damage Reduction +0 acid +0 darkness +0 blight other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Black Mesh (8 def, 2 armour, 150% power, 120 block)7.0 Encumbrance T3 shield armor [Unique] Nature When used to Attack: Weapon Damage 150% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +120 While equipped: Stats +5 Wil offense ------ On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it defense ------ Armor +2 Defense +8 (+4 eff.) Ranged Defense +8 (+4 eff.) Fatigue +6% Resistance +0% acid +0% physical +25% darkness +25% blight +0% fire Damage Reduction +0 acid +0 physical +0 darkness +0 blight +0 fire other ------- Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Cyrygatta the dwarven-steel shield (0 def, 6 armour, 148% power, 79 block)7.0 Encumbrance T3 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 148% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +6.5% Block +79 On-hit +13 light +13 darkness On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Cun +3 Mag offense ------ Physical Crit +8.0% Physical Power +8 (+2 eff.) Damage +3% physical +13% light +12% darkness defense ------ Armor +6 Fatigue +8% Resistance +0% acid +22% light +0% blight +3% nature +25% darkness Damage Reduction +0 acid +0 darkness +0 blight Healmod +15% other ------- Talents +1 Block Handheld deflection devices. |
Islulaith the dwarven-steel shield (0 def, 11 armour, 132% power, 145.5 block)7.0 Encumbrance T3 shield armor [Random Unique] Nature/Master/Psionic When used to Attack: Weapon Damage 133% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +146 On-hit +16 arcane While equipped: Stats +2 Str +1 Mag +4 Con offense ------ On-Hit 11 lightning When Hit 3 lightning defense ------ Armor +11 Fatigue +8% Resistance +0% acid +12% mind +0% darkness +0% blight Damage Reduction +0 acid +0 darkness +0 blight Physical save +10 (+5 eff.) other ------- Infravision +2 Talents +1 Block Handheld deflection devices. |
Polina the Duathelrend (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Rare] Nature While equipped: Stats +2 Str +5 Wil +7 Con offense ------ Damage +26% fire On-Hit (Melee): * 20% chance to reduce damage dealt by 25% defense ------ Resistance +39% fire +9% darkness +13% all Crit Resistance 15.00% other ------- Light +3 See Invisibility +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+8 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 25.69 to 77.08 lightning damage (51.38 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+7 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Xina the Murkspike (3 def, 17 armour)14.0 Encumbrance T3 heavy armor [Random Unique] Nature/Master While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 58% defense ------ Armor +17 Defense +3 (+2 eff.) Fatigue +12% Resistance +12% acid +9% physical +36% cold +7% fire +9% nature +7% lightning other ------- Breathe water A suit of armour made of mail. |
Scaldvault1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Damage +9% acid When Hit 2 acid 2 fire On-Hit (Melee): * 20% chance to slow global speed by 58% defense ------ Defense +10 (+5 eff.) Resistance +3% nature +6% lightning Stealth +6 A belt that goes around your waist. |
rough leather belt 'Bymas'1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Physical Crit +1.0% Spell Crit +2% Damage +3% arcane Ignore resists +25% physical defense ------ Fatigue -5% Physical save +3 (+1 eff.) other ------- Encumbrance +20 Max stamina +20.00 A belt that goes around your waist. |
rough leather belt 'Fuladunasus'1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +6 Str +4 Con offense ------ Physical Power +10 (+3 eff.) Mindpower +4 (+1 eff.) Damage +9% physical Accuracy +10 (+4 eff.) When Hit 4 physical defense ------ Armor +6 Physical save +7 (+3 eff.) A belt that goes around your waist. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Glorevea1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +4 (+1 eff.) Damage +6% acid When Hit 8 acid On-Hit (Melee): * 20% chance to reduce armor by 37% defense ------ Resistance +6% lightning +6% temporal +18% acid Physical save +8 (+4 eff.) A belt that goes around your waist. |
Jaw of Rogroth1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+2 eff.) other ------- Vim/kill +4.00 Max souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Saledarann the hardened leather belt1.0 Encumbrance T3 belt armor [Random Unique] Nature/Disrupt While equipped: Stats +12 Con offense ------ Mindpower +5 (+1 eff.) defense ------ Resistance +13% acid +6% blight +7% fire +7% cold +7% lightning Mind save +9 (+3 eff.) other ------- Infravision +1 A belt that goes around your waist. |
monstrous hardened leather belt of magery1.0 Encumbrance T3 belt armor [Ego++] Arcane/Nature While equipped: Stats +4 Str +6 Mag +5 Wil +4 Con offense ------ Spell Crit +4% Physical Power +8 (+2 eff.) defense ------ Physical save +8 (+4 eff.) other ------- Size +1 A belt that goes around your waist. |
Isekira the Pitchsmash (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex offense ------ Damage +12% acid +3% darkness On-Hit (Melee): * 20% chance to reduce armor by 37% defense ------ Armor +1 Resistance +9% acid Stealth +6 A pair of boots made of leather. |
pair of iron boots 'Rootspike' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Damage +6% blight When Hit 6 arcane On-Hit (Melee): * 20% chance to slow global speed by 58% defense ------ Armor +3 Fatigue +2% Resistance +6% nature Silence Resist +23% Confus Resist +22% Stun Resist +23% other ------- Mana-on-crit +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Snoworacle' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Con +1 Mag offense ------ Physical Crit +3.0% Critical power +5.00% Physical Power +4 (+1 eff.) Mindpower +5 (+1 eff.) Ignore resists +10% cold Ignore Armor +4 defense ------ Armor +3 Fatigue +2% other ------- Max psi +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eilinibeth the pair of dwarven-steel boots (9 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Dex offense ------ Critical power +20.00% Damage +6% mind defense ------ Armor +4 Defense +9 (+5 eff.) Fatigue +3% Resistance +3% cold Unlife -60.00 life other ------- EQ when Hit +0.04 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Assassin's Surprise (0 def, 4 armour)1.5 Encumbrance T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun offense ------ On-Hit 10 poison defense ------ Armor +4 Poison Resist +20% Unarmed combat: Weapon Damage 122% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 83% On-hit +10 crippling poison Fire a poisonous bolt out to range 6 that deals 6 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 19 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Eremeblek (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +4 Cun offense ------ Mind Crit +3% Spellpower +10 (+4 eff.) Mindpower +10 (+3 eff.) When Hit 8 arcane defense ------ Armor +2 Fatigue +3% Resistance +5% arcane Life Regen +4.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +1.20 Max stamina +25.00 Unarmed combat: Weapon Damage 119% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Nightmare level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+4 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Unarmed combat: Weapon Damage 126% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +4.0% Attack Speed 83% On-hit +20 lightning On Hit: 20% Chain Lightning level 2 On Hit: 15% Nova level 1 On Spell Hit: 10% Lightning level 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. |
Cloudstreak the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +0 Cun offense ------ Physical Power +20 (+6 eff.) Damage +13% fire +21% physical Ignore resists +10% lightning defense ------ Defense +2 (+1 eff.) Resistance +19% fire other ------- Max stamina +20.00 A pointy cloth hat, very wizardly... |
Cleansemight (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Wil offense ------ Spell Crit +2% Damage +3% arcane +3% blight Ignore resists +5% blight When Hit 8 cold On-Hit (Melee): * 10% chance to slow global speed by 58% defense ------ Defense +1 (+1 eff.) Physical save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Rotvagrant (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ Damage +9% acid +15% nature Ignore resists +5% acid On-Hit (Melee): * 10% chance to reduce armor by 37% defense ------ Defense +1 (+1 eff.) Resistance +6% nature Mind save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Xanessra (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Spell Crit +4% Damage +11% light defense ------ Defense +1 (+1 eff.) Resistance +16% light Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana-on-crit +1.00 Max vim +10.00 A pointy cloth hat, very wizardly... |
Tempesttreason (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Dex offense ------ Damage +6% lightning defense ------ Armor +3 Fatigue +3% Resistance +12% fire Physical save +6 (+3 eff.) Disease Resist +20% Teleport Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cap made of leather. |
Xerolrath (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +2 Mag +5 Wil +0 Cun +3 Con offense ------ Physical Power +8 (+2 eff.) Spellpower +15 (+5 eff.) defense ------ Armor +3 Fatigue +3% Resistance +5% physical Physical save +23 (+11 eff.) Mind save +7 (+2 eff.) other ------- Mana-on-crit +2.00 Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Brodubers the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20 arcane resource burn * 10% chance to reduce all saves and defense by 31 defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +3% temporal +11% light +10% darkness Spell save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Morningkiss the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Cun +4 Mag offense ------ Damage +6% light defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +6% temporal other ------- Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +0 Cun +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Helm of the Dominated (0 def, 9 armour)3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag offense ------ Physical Power +10 (+3 eff.) Spellpower +10 (+4 eff.) defense ------ Armor +9 Fatigue +4% Silence Resist +30% other ------- Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
6 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. |
4 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 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. |
6 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. |
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. |
8 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. |
2 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 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 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. |
2 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 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. |
3 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. |
4 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 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. |
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. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
746 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. |
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.(93 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Turedrafang2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Spell Crit +1% Ignore Shields +10% When Hit 4 arcane 11 fire defense ------ Resistance +6% fire Crit Resistance 15.00% Disease Resist +20% Confus Resist +10% 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. |
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. |
powerful frost salve [power 15] powerful frost salve [power 15]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (15% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 183] powerful pain suppressor salve [power 183]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -183 life and reduces all damage by 18% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Blackgrit (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Cun +1 Str offense ------ Damage +6% darkness +6% cold Ignore resists +5% darkness +5% fire Accuracy +4 (+2 eff.) When Hit 2 cold On-Hit (Melee): * 20% chance to reduce damage dealt by 25% defense ------ Resistance +3% darkness other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Gilydur the Gorewilter (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Damage +3% nature Ignore resists +20% nature On-Hit (Melee): * 10% chance to reduce damage dealt by 25% defense ------ Resistance +6% nature +6% darkness other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Murkpain' (dig speed 33 turns)3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str offense ------ Damage +7% nature Ignore resists +10% darkness When Hit 6 light On-Hit (Melee): * 20% chance to reduce all saves and defense by 31 * 10% chance to reduce damage dealt by 25% defense ------ Resistance +9% light +3% darkness +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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. |
Aralena the iron torque of gale force [power 110] (32/15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +4 Con offense ------ Critical power +5.00% Physical Power +10 (+3 eff.) defense ------ Resistance +3% physical Disarm Resist +20% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 47 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast 'Cuthazor' [power 105] (32/15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 58% * 10 arcane resource burn defense ------ Resistance +3% darkness Physical save +12 (+6 eff.) Life +20.00 other ------- Infravision +1 Blast the opponent's mind dealing 51 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged iron torque of gale force [power 135] (32/20 cooldown)2.0 Encumbrance T1 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 57 physical damage Puts all charms on 20 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Shockwake [power 165] (32/15 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +12% lightning defense ------ Resistance +9% lightning Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 70 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage by 13% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to reduce fatigue by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Duathelwasp [power 302] (32/15 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +2 Dex +2 Cun +7 Con offense ------ Ignore resists +25% darkness Accuracy +25 (+9 eff.) Ignore Armor +5 defense ------ Resistance +12% darkness Heal yourself and all friendly characters within 10 spaces for 302 Puts all charms on 15 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Layethra [power 284] (32/15 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +2 Dex offense ------ Ignore resists +10% arcane When Hit 8 arcane defense ------ Armor +4 Resistance +5% arcane Physical save +9 (+4 eff.) other ------- Psi when Hit +0.04 Max hate +2.00 Sting an enemy dealing 121 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
overpowered elm wand of conjuration [power 135] (32/20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 57 acid damage Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elm wand of lightning storm [power 146] (32/17 cooldown)2.0 Encumbrance T1 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 13 lightning damage and will be dazed for 1 turn (67 total damage) Puts all charms on 17 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
demon seed [wretchling] (34, body)0.0 Encumbrance T4 demon seed [Unique] Arcane Attachable to body When attached: other ------- Talents +4 Acidic Bath Demon status: alive (2% life). The seed of a demon. |
demon seed [fire imp] (33, mainhand)0.0 Encumbrance T4 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +4 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (31, mainhand)0.0 Encumbrance T4 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +4 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
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. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Zeeci the Drem Adventurer level 18
24th Dearth 122nd year of Ascendancy at 23:55 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Zeeci the Drem Adventurer level 23
14th Iron 123rd year of Ascendancy at 04:01 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Zeeci the Drem Adventurer level 28
1st Gold 123rd year of Ascendancy at 14:51 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Zeeci the Drem Adventurer level 10
3rd Acquisition 122nd year of Ascendancy at 12:17 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Zeeci the Drem Adventurer level 20
21st Loss 122nd year of Ascendancy at 16:49 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Zeeci the Drem Adventurer level 30
41st Dearth 123rd year of Ascendancy at 14:28 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Zeeci the Drem Adventurer level 18
7th Loss 122nd year of Ascendancy at 06:11 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Zeeci the Drem Adventurer level 18
18th Loss 122nd year of Ascendancy at 06:56 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Zeeci the Drem Adventurer level 29
12nd Gold 123rd year of Ascendancy at 11:29 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Zeeci the Drem Adventurer level 8
28th Voratun 122nd year of Ascendancy at 16:16 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Zeeci the Drem Adventurer level 11
7th Profit 122nd year of Ascendancy at 23:52 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Zeeci the Drem Adventurer level 25
31st Iron 123rd year of Ascendancy at 02:30 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Zeeci the Drem Adventurer level 26
22nd Steel 123rd year of Ascendancy at 23:13 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Zeeci the Drem Adventurer level 20
25th Loss 122nd year of Ascendancy at 14:33 see stats
Log
Zeeci converts damage to paradox!
Something hits Zeeci for (17 flat reduction), (18 dissipated), (87 lightning web), (0 converted), 0 physical (0 total damage).
Zeeci uses Track.
Zeeci shares damage with her oozes!
Zeeci HEALS from darkness damage!
Zeeci converts damage to paradox!
Something hits Zeeci for (48 flat reduction), (17 dissipated), (19 lightning web), (0 converted), 0 darkness, 42 healing (0 total damage) [42 healing].
Something strikes Zeeci in the darkness (+58% damage).
Zeeci shares damage with her oozes!
Zeeci HEALS from darkness damage!
Zeeci converts damage to paradox!
Something hits Zeeci for (48 flat reduction), (18 dissipated), (46 lightning web), (0 converted), 0 darkness, 64 healing (0 total damage) [64 healing].
Something hits Something for (46 lightning web) damage.
Something hits Something for 74 darkness damage.
The shattering blow creates a shockwave!
Zeeci resists the terror!
Zeeci counter attacks Something with her shield shards!
Zeeci misses Something.
Zeeci is less armoured.
Zeeci is not affected anymore by the salve.
The static shield around Zeeci crumbles.
Zeeci shares damage with her oozes!
Zeeci converts damage to paradox!
Something hits Zeeci for (17 flat reduction), (18 dissipated), (92 lightning web), (23 converted), 53 physical (53 total damage).
Something hits Something for (92 lightning web) damage.
Something hits Something for 80 physical damage.
Something hits Something for 192 physical damage.
Zeeci receives 14 healing from Attenuate from Zeeci.
Zeeci hits Something for 7 nature, 3 acid, 2 fire, 1 physical, 5 arcane (19 total damage).
































































































































































