Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Psyshot |
Level / Exp | 49 / 80% |
Size | big |
Lifes / Deaths | Killed by Emelyda the bandit at level 23 on the 1st Iron 123rd year of Ascendancy at 04:31 0 / 9Killed by Mayykira the storm drake hatchling at level 23 on the 5th Iron 123rd year of Ascendancy at 19:53 Killed by Moky's Inner Demon at level 32 on the 6th Stralite 123rd year of Ascendancy at 23:50 Killed by Eluriarin the cold drake hatchling at level 32 on the 12nd Stralite 123rd year of Ascendancy at 20:20 Killed by Eluba the orc grand master assassin at level 43 on the 11st Wealth 123rd year of Ascendancy at 16:30 Killed by ultimate faeros at level 48 on the 19th Shortage 123rd year of Ascendancy at 08:20 Killed by war hound at level 49 on the 17th Iron 124th year of Ascendancy at 13:32 Killed by minotaur at level 49 on the 21st Stralite 124th year of Ascendancy at 03:12 Killed by Ce'Netira the orc grand summoner at level 49 on the 21st Stralite 124th year of Ascendancy at 03:21 |
Antimagic | Follower |
Primary Stats
Strength | 85 (base 48) |
Dexterity | 77 (base 42) |
Constitution | 28 (base 11) |
Magic | 5 (base 7) |
Willpower | 87 (base 66) |
Cunning | 68.4 (base 51) |
Resources
Life | -148/1296 |
Steam | 100/100 |
Equilibrium | 0 |
Psi | 267/267 |
Healing Factor | 1.2456298990388 |
Regeneration | 0.31140747475969 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 18 |
Offense: Mainhand
Damage | 103 |
Accuracy | 73 |
Crit Chance | 37% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | 60 |
Accuracy | 75 |
Crit Chance | 47% |
APR | 66 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 73 |
Crit Chance | 35% |
Speed | 1 |
Offense: Damage Bonus
Blight | +8% |
Arcane | +44% |
Mind | +117% |
All | +5% |
Lightning | +19% |
Light | +35% |
Temporal | +23% |
Physical | +22% |
Darkness | +49% |
Nature | +44% |
Offense: Damage Penetration
Nature | +25% |
Acid | +25% |
Light | +35% |
Cold | +15% |
Darkness | +29% |
Arcane | +10% |
Mind | +56% |
All | 0% |
Defense: Base
Armour (hardiness) | 65.452100151473 (89.687909656376%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 35 |
Mental Save | 46 |
Defense: Resistances
Acid | + 51%( 70%) |
Blight | + 42%( 70%) |
Arcane | + 38%( 70%) |
Cold | + 45%( 70%) |
All | + 35%( 70%) |
Darkness | + 49%( 70%) |
Light | + 59%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 42%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 60% |
Poison Resistance | 70% |
Blind Resistance | 10% |
Disarm Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.2 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 746% 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 Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 192% efficiency and cooldown mod of 55%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.3 steam per turn. Can be activated for an instant burst of 72 steam. Its effects scale with your Willpower stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Dread | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Nightmare | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Psionic / Gestalt | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
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 grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You failed to protect the injured seer from death by rattlesnake. Escort: injured seer (level 2 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Moky. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Porowen the large brown snake. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Porita the war bear. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the lost warrior from death by Lisedheba the orc assassin. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Dream Walk (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal 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 Clear | active |
Equipment
On feet | Nagolasus the Earthransom (0 def, 4 armour) Nagolasus the Earthransom (0 def, 4 armour) 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Str +5 Con offense ------ Spellpower +5 (+5 eff.) Damage +3% blight +6% physical +21% arcane +9% nature Ignore resists +5% nature When Hit 2 nature On-Hit (Melee): * 20% chance to slow global speed by 69% defense ------ Armor +4 Fatigue +2% Physical save +13 (+5 eff.) Spell save +10 (+5 eff.) Pinning Resist +20% Knockbk Resist +20% Teleport Resist +100% other ------- Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | psychokinetic pouch of voratun shots of annihilation (17/19, 61-73 power, 14 apr) psychokinetic pouch of voratun shots of annihilation (17/19, 61-73 power, 14 apr) 3.0 Encumbrance T5 shot ammo [Ego++] Master/Psionic Weapon Damage 61.0 - 73.2 Physical Uses 40% Wil, 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +14 Critical Rate +15.0% Capacity 19 Projectile Speed +200% On-ranged-hit +16 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 275 physical damage While equipped: other ------- Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | bright alchemist's lamp of health bright alchemist's lamp of health1.0 Encumbrance T3 lite [Ego] Nature/Master While equipped: defense ------ Life +50.00 other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Nimbuscutter (8 def, 12 armour) Nimbuscutter (8 def, 12 armour) 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +9 Str +6 Dex +7 Cun +9 Con offense ------ Physical Power +20 (+5 eff.) Damage +3% physical Accuracy +25 (+6 eff.) defense ------ Armor +12 Defense +8 (+2 eff.) Fatigue +5% Resistance +12% lightning +16% darkness +19% light +5% all Physical save +12 (+4 eff.) other ------- Light +7 A cap made of leather. |
On hands | Fists of the Desert Scorpion (9 def, 5 armour) Fists of the Desert Scorpion (9 def, 5 armour) 1.5 Encumbrance T3 hands armor [Unique] Master/Psionic While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Mindpower +3 (+1 eff.) Damage +8% physical defense ------ Armor +5 Defense +9 (+2 eff.) Disarm Resist +130% other ------- Talents +4 Iron Grip Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Effective talent level: 4.0 Power cost 16 out of 24/24. Range 6 Cooldown: 9 Travel.spd instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Tool | Blastfurnace [power 370] (15 cooldown) Blastfurnace [power 370] (15 cooldown)2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: offense ------ Mind Crit +6% Damage +15% mind +18% temporal defense ------ Resistance +21% lightning Mind save +18 (+6 eff.) other ------- Max hate +10.00 Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 451 physical damage Puts all charms on 15 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | Aerovea Aerovea0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex offense ------ Physical Power +11 (+3 eff.) Spellpower +5 (+5 eff.) Mindpower +16 (+4 eff.) Damage +14% lightning +12% arcane +5% all Accuracy +12 (+3 eff.) defense ------ Armor +3 Resistance +28% lightning +3% nature Blind Resist +10% Teleport Resist +10% Rings make your fingers look great! |
On fingers | stralite ring 'Flashmistress' stralite ring 'Flashmistress'0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +9 Str +15 Dex offense ------ Physical Power +15 (+4 eff.) Ignore resists +15% light +25% acid Ignore Armor +6 When Hit 8 light On-Hit (Melee): * 23% chance to reduce armor by 19% defense ------ Armor +36 Rings make your fingers look great! |
Around neck | Arena the gold amulet Arena the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex offense ------ Damage +21% mind defense ------ Resistance +5% arcane Confus Resist +20% Pinning Resist +20% other ------- Max psi +50.00 Amulets make your neck look great! |
In main hand | Mayorilaith the stralite steamgun Mayorilaith the stralite steamgun 4.0 Encumbrance T4 steamgun 1H weapon [Rare] Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +32 Critical Rate +20.0% Attack Speed 100% Range +9 Projectile Speed +600% On-ranged-hit +20 mind Uses 2.0 Steam While equipped: Stats +6 Str offense ------ Physical Power +9 (+2 eff.) Damage +9% mind defense ------ Defense +21 (+5 eff.) Resistance +6% darkness +12% acid Crit Resistance 15.00% Poison Resist +20% Confus Resist +20% Knockbk Resist +20% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Eliseba the hardened leather belt Eliseba the hardened leather belt 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Wil offense ------ Ignore resists +10% mind On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 9 defense ------ Defense +11 (+3 eff.) Resistance +12% acid +10% fire +9% cold Unlife -60.00 life Healmod +10% Confus Resist +20% other ------- Psi when Hit +0.16 A belt that goes around your waist. |
In off hand | Blazebrand the living mindstar (16-18 power, 60 apr, nature damage) Blazebrand the living mindstar (16-18 power, 60 apr, nature damage) 3.0 Encumbrance T5 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 16.5 - 18.2 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +60 Critical Rate +25.0% Attack Speed 100% On-hit +16 fire On-crit, radius 2 +8 light While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +44% darkness +3% light +43% mind +10% nature Ignore resists +20% light +26% mind +29% darkness When Hit 2 light On-Hit (Melee): * 21% chance to reduce damage dealt by 32% defense ------ Resistance +10% blight Disease Resist +20% other ------- Max hate +19.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Serpentine Cloak (20 def, 0 armour) Serpentine Cloak (20 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+5 eff.) Resistance +30% lightning Poison Resist +50% Stun Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Cunning and malice seem to emanate from this cloak. |
Main armor | Splendourpierce the elven-silk robe (0 def, 5 armour) Splendourpierce the elven-silk robe (0 def, 5 armour) 2.0 Encumbrance T5 cloth armor [Rare] Psionic While equipped: offense ------ Mind Crit +5% Mindpower +5 (+1 eff.) Damage +27% light +24% mind +6% arcane Ignore resists +15% cold +20% mind +10% arcane When Hit 6 arcane defense ------ Armor +5 Hardiness +20% Fatigue +1% Resistance +6% cold +18% light +15% all other ------- Psi/turn +0.67 Max psi +40.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the duelist (efficiency 169% / cooldown 71%) medical injector implant of the duelist (efficiency 169% / cooldown 71%)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 169% efficiency and cooldown mod of 71%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 15) steam generator implant of the warrior (steam 15)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 28 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.3 steam per turn. Can be activated for an instant burst of 76 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the duelist (speed 758%; cd 11) movement infusion of the duelist (speed 758%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 758% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 356; 14 cd) regeneration infusion of the psychic (heal 356; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 356 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the psychic (absorb 311; dur 4; cd 15) shielding rune of the psychic (absorb 311; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 311 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens 2 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web 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. |
2 schematic: Galvanic Retributor 2 schematic: Galvanic Retributor0.1 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: Grounding Strap 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. |
schematic: Healing Salve 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 Grip schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve 2 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. |
schematic: Shocking Edge schematic: Shocking Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Touch 2 schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment 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. |
schematic: Spring Grapple schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Daneth's Neckguard =phys res= Daneth's Neckguard =phys res=2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
insulating steel amulet of strength (+3) = 3 str= insulating steel amulet of strength (+3) = 3 str=0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +14% fire +10% cold Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Manarosta the steel ring Manarosta the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +4 Wil +4 Mag offense ------ Critical power +5.00% Spellpower/crit +4 Damage +12% nature Ignore Shields +30% defense ------ Resistance +24% nature Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana/turn +0.04 Light +2 Infravision +3 Rings make your fingers look great! |
Vargh Redemption Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 19.71 cold and 22.90 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
copper ring 'Xaneganne' copper ring 'Xaneganne'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +4 Wil offense ------ Mind Crit +2% Mindpower +5 (+1 eff.) Damage +11% lightning defense ------ Resistance +22% lightning +6% mind other ------- EQ when Hit +0.12 Rings make your fingers look great! |
gold ring 'Aerudath' gold ring 'Aerudath'0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +1 Cun +1 Str offense ------ On-Hit 11 physical On-Ranged-Hit 5 physical Damage +10% lightning +12% physical Ignore resists +5% physical Accuracy +15 (+4 eff.) On-Hit (Melee): * 12% chance to reduce all saves and defense by 40 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 40 defense ------ Resistance +20% lightning +12% physical Unlife -60.00 life other ------- Hate-on-crit +1.00 Max hate +8.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
ash longbow 'Hailoracle' =3 str bow= ash longbow 'Hailoracle' =3 str bow=4.0 Encumbrance T2 longbow 2H weapon [Random Unique] Nature/Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-crit, radius 2 +12 cold While equipped: Stats +3 Str +5 Dex +9 Wil +9 Con offense ------ Physical Power +11 (+3 eff.) Damage +12% cold Ignore resists +9% physical defense ------ Life +36.00 Longbows are used to shoot arrows at your foes. |
Bloomsoul (8-9 power, 13 apr, nature damage) Bloomsoul (8-9 power, 13 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 1.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 50 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Cureward (4-5 power, 18 apr, nature damage) Cureward (4-5 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 4.5 - 5.0 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-hit +20 mind +20 lightning On-Hit, radius 1 +12 nature While equipped: offense ------ Mind Crit +5% Mindpower +7 (+2 eff.) Damage +10% mind +9% nature When Hit 4 mind On-Hit (Melee): * 20% chance to slow global speed by 69% other ------- Psi-on-crit +2.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Festerblack the pulsing mindstar (14-15 power, 32 apr, mind damage) Festerblack the pulsing mindstar (14-15 power, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 14.0 - 15.4 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +16 nature +0 20% chance of physical repulsion On-crit, radius 2 +4 nature While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) On-Hit 18 mind 22 darkness Damage +12% mind +12% darkness +10% nature defense ------ Resistance +6% blight +12% nature Disease Resist +22% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Malysagorn the thorny mindstar (8-9 power, 24 apr, mind damage) Malysagorn the thorny mindstar (8-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 8.5 - 9.4 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +0 20% chance of physical repulsion While equipped: Stats +3 Dex +2 Wil +3 Cun +2 Con offense ------ Mind Crit +6% Mindpower +14 (+3 eff.) Damage +11% mind +5% physical Ignore resists +3% physical When Hit 4 physical defense ------ Armor +10 Resistance +4% physical other ------- Psi-on-crit +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Serpent's Glare (7-8 power, 15 apr, nature damage) Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison On-Hit, radius 1 +0 20% chance of physical repulsion While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 265.90 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
dreamer's vined mindstar (6-7 power, 18 apr, nature damage) dreamer's vined mindstar (6-7 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 6.0 - 6.6 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +0 20% chance of physical repulsion While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) defense ------ Resistance +5% mind Mind save +4 (+2 eff.) other ------- Psi/turn +0.40 Max psi +14.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Arebrenor Arebrenor4.0 Encumbrance T4 sling 1H weapon [Random Unique] Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 Projectile Speed +200% While equipped: Stats +6 Cun offense ------ Physical Crit +13.0% Combat Speed +10% Damage +3% acid Ignore resists +12% all Accuracy +26 (+7 eff.) Ignore Armor +13 When Hit 4 acid defense ------ Resistance +3% light +6% darkness +5% arcane +9% nature Slings are used to hurl stones or metal shots at your foes. |
Tideking Tideking4.0 Encumbrance T4 sling 1H weapon [Random Unique] Nature/Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-Hit, radius 1 +4 cold While equipped: Stats +9 Str +3 Dex +6 Mag +16 Wil +6 Cun +24 Con offense ------ Physical Power +10 (+3 eff.) When Hit 2 cold defense ------ Resistance +3% blight +9% light +6% lightning Life +44.00 Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling 'Aluroddaziladil' hardened leather sling 'Aluroddaziladil'4.0 Encumbrance T3 sling 1H weapon [Rare] Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats +4 Str +2 Mag offense ------ Physical Power +11 (+3 eff.) Spellpower/crit +4 Damage +21% mind When Hit 6 blight On-Hit (Ranged): * 20% chance to reduce all saves and defense by 40 defense ------ Resistance +15% temporal Spell save +15 (+6 eff.) Life +40.00 Slings are used to hurl stones or metal shots at your foes. |
Firetorrent =11 CON= Firetorrent =11 CON=4.0 Encumbrance T1 steamgun 1H weapon [Rare] Nature/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +23 Critical Rate +20.0% Attack Speed 100% Range +6 Projectile Speed +600% On-ranged-hit +20 fire On-crit, radius 2 +12 lightning +13 cold Uses 2.0 Steam While equipped: Stats +2 Cun +11 Con offense ------ Move Speed +23% Ignore resists +9% lightning +7% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Isovea the dwarven-steel steamgun Isovea the dwarven-steel steamgun4.0 Encumbrance T3 steamgun 1H weapon [Random Unique] Master/Steamtech Weapon Damage 2.0 - 2.2 Physical Uses 40% Wil Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-Hit, radius 1 +0 20% chance of physical repulsion On-crit, radius 2 +12 physical Uses 2.0 Steam While equipped: Stats +3 Cun +2 Str offense ------ Physical Power +6 (+2 eff.) Ignore resists +7% all +6% physical Accuracy +7 (+2 eff.) Ignore Armor +8 other ------- Reload +3 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty voratun steamgun of enduring mighty voratun steamgun of enduring4.0 Encumbrance T5 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +4 Str +10 Wil +11 Con offense ------ Physical Power +9 (+2 eff.) defense ------ Life +85.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun of enduring =6 CON= steel steamgun of enduring =6 CON=4.0 Encumbrance T2 steamgun 1H weapon [Ego+] Nature/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +6 Con +7 Wil defense ------ Life +10.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Brodiregohell the Boltsteel (6 def, 0 armour) Brodiregohell the Boltsteel (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Dex +1 Mag +1 Wil offense ------ Physical Crit +1.0% Damage +9% lightning On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +6 (+1 eff.) Resistance +0% lightning Unlife -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pressurizer (8 def, 0 armour) Pressurizer (8 def, 0 armour)2.0 Encumbrance T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex offense ------ Steam Crit +10% Steampower +10 (+2 eff.) defense ------ Defense +8 (+2 eff.) Resistance +0% lightning other ------- Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
Relgurand the linen cloak (7 def, 0 armour) Relgurand the linen cloak (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Mind Crit +1% On-Hit (Melee): * 10 arcane resource burn defense ------ Defense +7 (+2 eff.) Resistance +6% acid +9% blight +6% fire +5% arcane +0% lightning Physical save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lisona the Stokewinter (10 def, 0 armour) Lisona the Stokewinter (10 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: Stats +7 Str +1 Con offense ------ Damage +14% nature Ignore resists +10% fire defense ------ Defense +10 (+2 eff.) Resistance +21% nature +9% all Physical save +6 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silimina the Venomclamor (0 def, 0 armour) Silimina the Venomclamor (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Nature While equipped: Stats +6 Str +7 Mag +5 Wil +4 Con offense ------ Damage +18% lightning +5% physical +31% nature +10% cold Ignore resists +5% nature On-Hit (Melee): * 20% chance to slow global speed by 69% defense ------ Resistance +8% lightning +8% cold +21% nature +11% all Poison Resist +23% Disease Resist +28% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Belulaith' (0 def, 0 armour) cashmere robe 'Belulaith' (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Psionic While equipped: offense ------ Damage +15% temporal +37% mind +12% arcane Ignore resists +10% mind defense ------ Resistance +5% arcane +15% temporal +19% mind +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Layuwe' (4 def, 4 armour) elven-silk robe 'Layuwe' (4 def, 4 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Master/Psionic While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +20% mind Ignore resists +15% mind defense ------ Armor +4 Defense +4 (+1 eff.) Resistance +12% temporal +3% darkness +11% blight +3% light +15% all Physical save +27 (+9 eff.) Spell save +6 (+3 eff.) Life +90.00 Life Regen +2.40 Healmod +23% other ------- Psi/turn +0.58 Max psi +17.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of nature (+18%) (0 def, 0 armour) focusing woollen robe of nature (+18%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +12% nature defense ------ Resistance +18% nature +9% all other ------- Mana/turn +0.20 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Airspawner (0 def, 3 armour) Airspawner (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +6 Wil offense ------ Mindpower +5 (+1 eff.) Ignore resists +10% mind defense ------ Armor +3 Fatigue +2% Resistance +3% mind +6% lightning Physical save +5 (+2 eff.) Spell save +5 (+2 eff.) Mind save +12 (+4 eff.) other ------- Max hate +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Halindil (10 def, 9 armour) Halindil (10 def, 9 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +3 Str offense ------ Ignore resists +5% physical defense ------ Armor +9 Defense +10 (+2 eff.) Fatigue +2% Resistance +5% lightning +6% temporal +3% mind Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Radhezor the Ravenhunt (0 def, 11 armour) Radhezor the Ravenhunt (0 def, 11 armour)2.0 Encumbrance T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +5 Con +8 Wil offense ------ Mindpower +6 (+1 eff.) Ignore resists +10% darkness +9% physical defense ------ Armor +11 Crit Resistance 15.00% other ------- Stamina/turn +1.00 Max stamina +36.00 Infravision +3 See Invisibility +12 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 26 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Talehor the pair of dwarven-steel boots (10 def, 4 armour) =stun res= Talehor the pair of dwarven-steel boots (10 def, 4 armour) =stun res=3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: defense ------ Armor +4 Defense +10 (+2 eff.) Fatigue +3% Crit Resistance 15.00% Unlife -80.00 life Healmod +15% Silence Resist +31% Disarm Resist +20% Confus Resist +38% Stun Resist +37% Teleport Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Burnimmortal (0 def, 2 armour) Burnimmortal (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +8 Str +4 Con offense ------ Physical Power +12 (+3 eff.) Damage +9% fire On-Hit (Melee): * 20% chance to reduce all saves and defense by 40 defense ------ Armor +2 Resistance +9% fire 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. |
Dawnfist (0 def, 2 armour) Dawnfist (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Dex +2 Mag +2 Wil +4 Cun offense ------ Physical Power +5 (+1 eff.) On-Hit 5 acid 3 fire 4 cold 4 lightning Accuracy +7 (+2 eff.) Ignore Armor +7 When Hit 4 light defense ------ Armor +2 Fatigue +3% Resistance +3% nature +3% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 9 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Sootbrand (0 def, 2 armour) Sootbrand (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ Mind Crit +1% On-Hit 11 nature Damage +15% darkness +7% nature +6% mind Ignore resists +10% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 40 defense ------ Armor +2 Fatigue +3% Resistance +7% nature +9% mind other ------- EQ when Hit +0.08 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. |
Beligas (16 def, 0 armour) Beligas (16 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% fire defense ------ Defense +16 (+4 eff.) Resistance +9% cold +16% fire Confus Resist +10% A pointy cloth hat, very wizardly... |
Myrand the rough leather hat (0 def, 1 armour) =2 will= Myrand the rough leather hat (0 def, 1 armour) =2 will=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Wil offense ------ When Hit 2 physical defense ------ Armor +1 Fatigue +1% other ------- Stamina when Hit +0.80 EQ when Hit +0.80 Psi when Hit +0.24 A hat made of leather. Very stylish. |
Steam Powered Helm (3 def, 12 armour) =blind res= Steam Powered Helm (3 def, 12 armour) =blind res=3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +16 (+4 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Instill Fear: Effective talent level: 2.0 Power cost 18 out of 45/45. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 46.66 mind and 32.03 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 23% 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 23. Terrified: Deals 10.85 mind and 7.45 darkness damage per turn and increases cooldowns by 36%. Haunted: Causes the target to suffer 18.33 mind and 12.59 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. |
Ulathel the rough leather cap (0 def, 1 armour) Ulathel the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +7 Dex offense ------ Accuracy +15 (+4 eff.) defense ------ Armor +1 Fatigue +1% Resistance +3% blight +6% nature Spell save +6 (+3 eff.) A cap made of leather. |
hardened leather cap 'Ce'Nulaith' (0 def, 3 armour) hardened leather cap 'Ce'Nulaith' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +4 Str +7 Dex offense ------ Mind Crit +1% Damage +3% mind defense ------ Armor +3 Fatigue +3% Resistance +12% temporal Physical save +15 (+5 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 550.7 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
voratun helm 'Balancevile' (0 def, 5 armour) voratun helm 'Balancevile' (0 def, 5 armour)3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Wil +9 Con +15 Lck offense ------ Physical Crit +4.0% Spell Crit +4% Mind Crit +6% On-Hit (Melee): * 20% chance to slow global speed by 69% defense ------ Armor +5 Fatigue +5% Resistance +13% acid +14% cold +11% fire +6% nature +11% lightning other ------- See Invisibility +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Eilinosetta' (0 def, 5 armour) =water breathing= voratun helm 'Eilinosetta' (0 def, 5 armour) =water breathing=3.0 Encumbrance T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +6 Dex +10 Wil offense ------ Damage +6% blight defense ------ Armor +5 Fatigue +5% Resistance +13% blight +23% cold +25% mind Crit Resistance 15.00% Mind save +43 (+14 eff.) Confus Resist +44% other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Isumina the Chargeroar (18 def, 7 armour) Isumina the Chargeroar (18 def, 7 armour)9.0 Encumbrance T4 light armor [Random Unique] Master/Psionic While equipped: Stats +17 Str +9 Dex +1 Wil offense ------ Ignore resists +20% lightning defense ------ Armor +7 Defense +18 (+4 eff.) Fatigue +8% Resistance +9% physical +14% darkness +7% mind Crit Resistance 10.00% Physical save +13 (+5 eff.) Mind save +17 (+6 eff.) other ------- Light +1 Track: Puts all charms on 30 turn cooldown Effective talent level: 1.8 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Medical Urgency Vest (6 def, 7 armour) Medical Urgency Vest (6 def, 7 armour)9.0 Encumbrance T3 light armor [Unique] Steamtech While equipped: defense ------ Armor +7 Defense +6 (+1 eff.) Fatigue +7% Physical save +15 (+5 eff.) other ------- Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
2 agate 2 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. |
1481 alchemist agate 1481 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. |
2 onyx 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. |
Windborne Azurite Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
5 aquamarine 5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 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. |
2 sapphire 2 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Glinttide' (dig speed 30 turns) =6 con= dwarven-steel pickaxe 'Glinttide' (dig speed 30 turns) =6 con=3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str +6 Con offense ------ Physical Crit +8.0% Physical Power +20 (+5 eff.) Damage +7% nature +21% light When Hit 8 mind defense ------ Resistance +13% nature +12% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald 4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
turquoise turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Planar Beacon Planar Beacon1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 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 54.90 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 54.90 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. |
Crystal Heart Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified Wood0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
61 alchemist bloodstone 61 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
3 bloodstone 3 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet 2 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. |
2 ruby 2 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
great healing salve [power 535] great healing salve [power 535]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 192% efficiency and 55% cooldown modifier. Heal 535 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dwarven steel grip dwarven steel grip0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +80% other ------- Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grounding strap dwarven steel grounding strap0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +18% lightning Stun Resist +30% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel rocket boots dwarven steel rocket boots0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +3 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
good acid groove good acid groove0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
good acid groove good acid groove0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lamp0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +4 (+1 eff.) other ------- Light +4 Tinkers can be attached to normal items to improve them with steam power! |
good saw shell good saw shell0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +2 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
good thunderclap coating good thunderclap coating0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil On-Hit, radius 1 +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
good thunderclap coating good thunderclap coating0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil On-Hit, radius 1 +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
iron grip iron grip0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +60% other ------- Talents +1 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
iron rocket boots iron rocket boots0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
mastercraft head lamp mastercraft head lamp0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +16 (+4 eff.) other ------- Light +6 Tinkers can be attached to normal items to improve them with steam power! |
mastercraft saw shell mastercraft saw shell0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +4 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
mastercraft thunderclap coating mastercraft thunderclap coating0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil On-Hit, radius 1 +80 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft thunderclap coating mastercraft thunderclap coating0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil On-Hit, radius 1 +80 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
steel armour reinforcement steel armour reinforcement0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +2 Hardiness +20% Fatigue +4% Tinkers can be attached to normal items to improve them with steam power! |
steel rocket boots steel rocket boots0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +2 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
stralite armour reinforcement stralite armour reinforcement0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +4 Hardiness +20% Fatigue +2% Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap stralite grounding strap0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +24% lightning Stun Resist +40% Tinkers can be attached to normal items to improve them with steam power! |
voratun armour reinforcement voratun armour reinforcement0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +5 Hardiness +20% Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
Beriharaldir the Tempestpython [power 475] (15 cooldown) Beriharaldir the Tempestpython [power 475] (15 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ Damage +6% lightning On-Hit (Melee): * 21 arcane resource burn defense ------ Resistance +12% acid +9% temporal +21% darkness +31% cold +5% arcane +12% light Blast the opponent's mind dealing 1031 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. |
Emelamira the voratun torque of mindblast [power 400] (15 cooldown) Emelamira the voratun torque of mindblast [power 400] (15 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +6% lightning Crit Resistance 15.00% Spell save +15 (+6 eff.) other ------- See Invisibility +9 Blast the opponent's mind dealing 868 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to gain a 20% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 45% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Ivovena the Blindstreak [power 275] (15 cooldown) Ivovena the Blindstreak [power 275] (15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Spell Crit +4% Mindpower +25 (+6 eff.) Damage +9% mind defense ------ Resistance +15% light Spell save +15 (+6 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max vim +30.00 Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 336 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psionic shield 'Drurerach' [power 81] (25 cooldown) dwarven-steel torque of psionic shield 'Drurerach' [power 81] (25 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +7 Mag offense ------ Spellpower/crit +10 defense ------ Resistance +5% arcane other ------- Max vim +50.00 Setup a psionic shield, reducing all damage taken by 81 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Brightoozer the ash totem of healing [power 194] (15 cooldown) Brightoozer the ash totem of healing [power 194] (15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +15% acid When Hit 10 mind On-Hit (Melee): * 20% chance to reduce armor by 19% defense ------ Resistance +6% acid +6% fire Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 turn cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Persistent Will Persistent Will2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+2 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
diamond diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl 3 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine 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. |
3 citrine 3 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. |
12 zircon 12 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Moky the Dwarf Psyshot level 39
19th Voratun 123rd year of Ascendancy at 16:22 see stats
By Moky the Dwarf Psyshot level 39
18th Voratun 123rd year of Ascendancy at 00:08 see stats
By Moky the Dwarf Psyshot level 25
31st Iron 123rd year of Ascendancy at 07:57 see stats
By Moky the Dwarf Psyshot level 48
19th Shortage 123rd year of Ascendancy at 12:47 see stats
By Moky the Dwarf Psyshot level 42
6th Wealth 123rd year of Ascendancy at 16:00 see stats
By Moky the Dwarf Psyshot level 29
15th Gold 123rd year of Ascendancy at 11:06 see stats
By Moky the Dwarf Psyshot level 14
17th Dearth 122nd year of Ascendancy at 18:31 see stats
By Moky the Dwarf Psyshot level 41
1st Wealth 123rd year of Ascendancy at 19:53 see stats
By Moky the Dwarf Psyshot level 32
15th Stralite 123rd year of Ascendancy at 01:57 see stats
By Moky the Dwarf Psyshot level 24
16th Iron 123rd year of Ascendancy at 23:10 see stats
By Moky the Dwarf Psyshot level 37
13rd Voratun 123rd year of Ascendancy at 02:44 see stats
By Moky the Dwarf Psyshot level 24
14th Iron 123rd year of Ascendancy at 20:19 see stats
By Moky the Dwarf Psyshot level 10
6th Wealth 122nd year of Ascendancy at 20:27 see stats
By Moky the Dwarf Psyshot level 20
17th Loss 122nd year of Ascendancy at 21:46 see stats
By Moky the Dwarf Psyshot level 30
18th Gold 123rd year of Ascendancy at 16:49 see stats
By Moky the Dwarf Psyshot level 40
42nd Profit 123rd year of Ascendancy at 01:30 see stats
By Moky the Dwarf Psyshot level 45
26th Dearth 123rd year of Ascendancy at 07:51 see stats
By Moky the Dwarf Psyshot level 15
30th Dearth 122nd year of Ascendancy at 13:19 see stats
By Moky the Dwarf Psyshot level 42
2nd Wealth 123rd year of Ascendancy at 03:10 see stats
By Moky the Dwarf Psyshot level 48
19th Shortage 123rd year of Ascendancy at 08:20 see stats
By Moky the Dwarf Psyshot level 6
3rd Acquisition 122nd year of Ascendancy at 01:24 see stats
By Moky the Dwarf Psyshot level 12
12nd Wealth 122nd year of Ascendancy at 03:33 see stats
By Moky the Dwarf Psyshot level 44
3rd Dearth 123rd year of Ascendancy at 04:12 see stats
By Moky the Dwarf Psyshot level 24
15th Iron 123rd year of Ascendancy at 21:38 see stats
By Moky the Dwarf Psyshot level 18
7th Loss 122nd year of Ascendancy at 17:00 see stats
By Moky the Dwarf Psyshot level 49
21st Stralite 124th year of Ascendancy at 03:12 see stats
By Moky the Dwarf Psyshot level 37
15th Voratun 123rd year of Ascendancy at 17:38 see stats
Log
Your resonance field crumbles under the damage!
The psychic field around Moky crumbles.
War hound hits Moky for (33 resonance), 95 physical (95 total damage).
Melee retaliation hits War hound for 11 light, 2 nature, 7 arcane (21 total damage).
Ce'Netira the orc grand summoner is no longer attuned.
Orc master wyrmic calms down.
Burning from Orc master wyrmic hits Ce'Netira the orc grand summoner for 34 fire damage.
Minotaur uses Warshout.
Moky wanders around!
Ce'Netira the orc grand summoner wanders around!
Ritch flamespitter wanders around!
Orc master wyrmic wanders around!
Giant spider wanders around!
Orc summoner wanders around!
Orc summoner wanders around!
Orc master wyrmic misses Moky.
Giant spider hits Moky for 27 nature damage.
Melee retaliation hits Giant spider for 11 light, 0 nature, 7 arcane (19 total damage).
Ce'Netira the orc grand summoner uses Pride of the Orcs.
Ce'Netira the orc grand summoner seems more focused.
Ce'Netira the orc grand summoner stops burning.
Ce'Netira the orc grand summoner is no longer harassed.
Ce'Netira the orc grand summoner roars triumphantly.
Moky stops burning.
Talent Mana Clash is ready to use.
War hound hits Moky for 124 physical damage.
Melee retaliation hits War hound for 11 light, 2 nature, 0 arcane (14 total damage).
Ce'Netira the orc grand summoner receives 397 healing from Pride of the Orcs.
Bleeding from Ce'Netira the orc grand summoner hits Moky for 110 physical damage.
Moky the level 49 dwarf psyshot was raked to death by Ce'Netira the orc grand summoner on level 1 of Gorbat Pride.