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 | Annihilator |
Level / Exp | 50 / 3077% |
Size | big |
Lifes / Deaths | Killed by Silymina the poison ooze at level 26 on the 7th Shortage 122nd year of Ascendancy at 18:03 2 / 5Killed by Velireda the mountain troll at level 39 on the 33rd Profit 123rd year of Ascendancy at 02:42 Killed by Greater Mummy Lord at level 50 on the 25th Steel 124th year of Ascendancy at 12:35 Killed by Vor, Grand Geomancer of the Pride at level 50 on the 20th Gold 124th year of Ascendancy at 20:23 Killed by Bethiyann the giant netherworm at level 50 on the 9th Dearth 124th year of Ascendancy at 00:30 |
Antimagic | Follower |
Primary Stats
Strength | 124 (base 60) |
Dexterity | 118 (base 58) |
Constitution | 61 (base 14) |
Magic | 57 (base 23) |
Willpower | 59 (base 22) |
Cunning | 133.6 (base 60) |
Resources
Life | 1409/1409 |
Steam | 100/100 |
Equilibrium | 30 |
Psi | 169/169 |
Healing Factor | 1.5749470706753 |
Regeneration | 18.033143959232 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +31% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
See Stealth | 51 |
See Invisible | 63 |
Offense: Mainhand
Damage | 134 |
Accuracy | 85 |
Crit Chance | 96% |
APR | 39 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 69 |
Crit Chance | 46% |
Speed | 1 |
Offense: Mind
Mindpower | 80 |
Crit Chance | 46% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +31% |
Light | +36% |
Mind | +56% |
Cold | +31% |
Physical | +47% |
Fire | +134% |
All | +21% |
Offense: Damage Penetration
Blight | +48% |
Physical | +72% |
Cold | +53% |
All | +38% |
Lightning | +49% |
Light | +48% |
Temporal | +43% |
Fire | +68% |
Mind | +68% |
Defense: Base
Armour (hardiness) | 77 (69.687909656376%) |
Defense | 100 |
Ranged Defense | 102 |
Fatigue | 0 |
Physical Save | 66 |
Spell Save | 44 |
Mental Save | 64 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | + 30%( 70%) |
Arcane | + 34%( 70%) |
Cold | + 62%( 70%) |
All | + 30%( 70%) |
Lightning | + 64%( 70%) |
Light | + 44%( 70%) |
Temporal | + 56%( 70%) |
Mind | + 52%( 70%) |
Darkness | + 45%( 70%) |
Fire | + 70%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 60% |
Disarm Resistance | 50% |
Confusion Resistance | 46% |
Knockback Resistance | 10% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. |
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 165% efficiency and cooldown mod of 57%. 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 960% 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: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemical warfare | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Steamtech / Mecharachnid | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 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 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Miasma Engine |
talent | Exoskeleton |
talent | Incendiary Grenade |
talent | Rocket Pod |
talent | Antimagic Shield |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 24% and triggers a radius 4 conal explosion dealing 28% steamgun damage. 3 stacks remaining. Reactive Armor |
beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by Layurin the snow giant thunderer. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | 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 Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. 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 were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Steam Powered Boots (9 def, 16 armour) Steam Powered Boots (9 def, 16 armour) 3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +9 Str +11 Dex offense ------ Damage +10% fire defense ------ Armor +16 Defense +9 (+1 eff.) Fatigue +8% Physical save +7 (+2 eff.) Pinning Resist +60% Knockbk Resist +10% Teleport Resist +100% Generate 3 steam each time you walk. Boots. But with steam power! |
Quiver | barbed pouch of voratun shots of annihilation (24/24, 71-85 power, 15 apr) barbed pouch of voratun shots of annihilation (24/24, 71-85 power, 15 apr) 3.0 Encumbrance T5 shot ammo [Ego++] Master Weapon Damage 71.0 - 85.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +31.0% Capacity 24 Projectile Speed +200% On Critical: * Wound the target dealing 329 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | Elebreth Elebreth1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Ignore resists +10% blight defense ------ Resistance +18% lightning +15% temporal +5% arcane +15% cold Unlife -80.00 life Blind Resist +36% Confus Resist +21% other ------- Light +9 See Stealth +16 See Invisibility +16 Track: Puts all charms on 40 turn cooldown Effective talent level: 4.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 36 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Eastern Wood Hat (16 def, 0 armour) Eastern Wood Hat (16 def, 0 armour) 2.0 Encumbrance T5 head armor [Unique] Master While equipped: Stats +24 Cun +19 Dex offense ------ Physical Crit +10.0% Steam Crit +15% Damage +10% physical Ignore resists +15% physical Accuracy +40 (+8 eff.) Ignore Armor +15 defense ------ Defense +16 (+2 eff.) Mind save +16 (+4 eff.) Blind Resist +100% other ------- Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On hands | Steam Powered Gauntlets (0 def, 13 armour) Steam Powered Gauntlets (0 def, 13 armour) 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +7 Str +7 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +13 Disarm Resist +50% other ------- Talents +5 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Tool | Aerulaith the Kilnzephyr [power 2] (25 cooldown) Aerulaith the Kilnzephyr [power 2] (25 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Ignore resists +20% fire +5% temporal defense ------ Resistance +6% fire Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. 100% to reduce 1 talent cooldowns by 2. 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
On fingers | Yvamina the Pyreoblivion Yvamina the Pyreoblivion0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: Stats +3 Str +9 Wil offense ------ Damage +20% mind +18% fire When Hit 10 blight On-Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 31 defense ------ Resistance +20% mind other ------- Stamina/turn +3.00 EQ when Hit +0.08 Rings make your fingers look great! |
On fingers | Emagabeth the Abyssblast Emagabeth the Abyssblast0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +4 Dex +2 Cun +11 Con offense ------ Damage +6% fire defense ------ Armor +19 Resistance +15% fire +6% darkness +6% temporal Physical save +21 (+6 eff.) Spell save +7 (+2 eff.) Life Regen +9.00 Stun Resist +38% Rings make your fingers look great! |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.1 Encumbrance T3 amulet jewelry [Unique] While equipped: Stats +5 Mag +5 Con offense ------ Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +10% lightning +10% fire +10% cold +6% all defense ------ Stun Resist +60% other ------- Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Amulets make your neck look great! |
In main hand | stormbringer's stralite steamgun of piercing stormbringer's stralite steamgun of piercing 4.0 Encumbrance T4 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On-crit, radius 2 +5 lightning +25 cold On Hit: * injects a simple virus dealing 131 blight damage on hit and lowering the victims highest stat Uses 2.0 Steam While equipped: offense ------ Move Speed +31% Ignore resists +11% lightning +15% cold +13% all Accuracy +13 (+3 eff.) Ignore Armor +9 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Lustregore Lustregore 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Mag +5 Wil +5 Con offense ------ Physical Power +10 (+2 eff.) Damage +16% physical Ignore resists +19% physical When Hit 6 light defense ------ Physical save +6 (+2 eff.) Life Regen +2.20 Healmod +24% other ------- See Invisibility +12 Size +1 A belt that goes around your waist. |
In off hand | Summertide (17 def, 15 armour, 260 block) Summertide (17 def, 15 armour, 260 block)7.0 Encumbrance T5 shield armor [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +5 Wil offense ------ Mindpower +8 (+2 eff.) Damage +10% fire +15% mind +15% light Ignore resists +10% fire +10% light +10% mind defense ------ Armor +15 Defense +17 (+2 eff.) Ranged Defense +17 (+3 eff.) Fatigue +12% Resistance +15% darkness +10% fire +12% mind +20% light Mind save +18 (+5 eff.) Blind Resist +100% Confus Resist +25% other ------- Max psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 91.61 to 114.51 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
Cloak | Singemonster (37 def, 14 armour) Singemonster (37 def, 14 armour) 2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: Stats +8 Con offense ------ Damage +21% fire On-Hit (Melee): * 21% chance to slow global speed by 72% defense ------ Armor +14 Defense +37 (+6 eff.) Resistance +30% lightning +16% temporal +30% cold Unlife -84.29 life Stun Resist +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Hureleg the Cinderrend (0 def, 0 armour) Hureleg the Cinderrend (0 def, 0 armour) 2.0 Encumbrance T4 cloth armor [Rare] Nature While equipped: Stats +10 Str +10 Dex +10 Mag +10 Wil +14 Cun +10 Con offense ------ Damage +38% fire Ignore resists +20% mind When Hit 10 fire defense ------ Resistance +39% fire +13% all Mind save +12 (+3 eff.) other ------- EQ when Hit +0.28 Psi when Hit +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the sneak (efficiency 179% / cooldown 91%) medical injector implant of the sneak (efficiency 179% / cooldown 91%)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 179% efficiency and cooldown mod of 91%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 171% / cooldown 72%) medical injector implant of the titan (efficiency 171% / cooldown 72%)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 171% efficiency and cooldown mod of 72%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 173% / cooldown 76%) medical injector implant of the wizard (efficiency 173% / cooldown 76%)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 173% efficiency and cooldown mod of 76%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 13) steam generator implant (steam 13)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 30 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.4 steam per turn. Can be activated for an instant burst of 67 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 14) steam generator implant (steam 14)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 22 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.9 steam per turn. Can be activated for an instant burst of 70 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the sneak (heal 323; cd 13) healing infusion of the sneak (heal 323; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 323 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. |
healing infusion of the sneak (heal 349; cd 11) healing infusion of the sneak (heal 349; 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 instantly heal yourself for 349 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. |
healing infusion of the sneak (heal 322; cd 10) healing infusion of the sneak (heal 322; 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 322 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 913%; cd 8) movement infusion of the wizard (speed 913%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 913% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 267; 15 cd) regeneration infusion of the titan (heal 267; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 267 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 24%; mental, physical; dur 2; cd 10) wild infusion (res 24%; mental, physical; dur 2; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 duelist (res 41%; mental, physical; dur 2; cd 10) wild infusion of the duelist (res 41%; mental, physical; dur 2; 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 cure yourself of one random mental and physical effect and reduce all damage taken by 41% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the psychic (res 30%; mental; dur 4; cd 14) wild infusion of the psychic (res 30%; mental; 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 mental effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (res 44%; mental, physical; dur 2; cd 11) wild infusion of the warrior (res 44%; mental, physical; dur 2; 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 cure yourself of one random mental and physical effect and reduce all damage taken by 44% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the titan (damage 225; dur 4; cd 19) acid wave rune of the titan (damage 225; dur 4; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 225.30 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Ablative Armour 2 schematic: Ablative Armour0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Acid Groove 6 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Air Recycler 3 schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell 2 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. |
8 schematic: Armour Reinforcement 8 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Back Support 4 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: Botanical Shell schematic: Botanical 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: Corrosive Shell 3 schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating schematic: Crystal Plating0.1 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 Field 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. |
4 schematic: Explosive Shell 4 schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fatal Attractor 2 schematic: Fatal Attractor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve 2 schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell schematic: Flare Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Flash Powder 4 schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens 2 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost Salve 3 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. |
2 schematic: Fungal Web 2 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. |
6 schematic: Grounding Strap 6 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. |
5 schematic: Hand Cannon 5 schematic: Hand Cannon0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp 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 Salve 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: Hook Shell schematic: Hook Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
13 schematic: Iron Grip 13 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. |
3 schematic: Itching Powder 3 schematic: Itching 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: Kinetic Stabiliser 3 schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil 3 schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell 3 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. |
4 schematic: Mental Stimulator 4 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. |
4 schematic: Moss Tread 4 schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Pain Suppressor Salve 5 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. |
8 schematic: Poison Groove 8 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. |
3 schematic: Razor Edge 3 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rocket Boots 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. |
schematic: Rustproof Coating schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector 2 schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin 2 schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Shocking Edge 4 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. |
4 schematic: Silver Filigree 4 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. |
2 schematic: Spike Attachment 2 schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple 3 schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun 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. |
5 schematic: Steamsaw 5 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. |
2 schematic: Toxic Cannister Launcher 2 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. |
5 schematic: Unstoppable Force Salve 5 schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Viral Injector 4 schematic: Viral Injector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Viral Needlegun 5 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. |
2 schematic: Voltaic Sentry 2 schematic: Voltaic Sentry0.1 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. |
2 schematic: Water Salve 2 schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter schematic: White Light Emitter0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Winterchill Edge 4 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! |
Belayathra the Frostblast Belayathra the Frostblast0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Dex +10 Wil +10 Cun +10 Con +20 Lck offense ------ Move Speed +10% Damage +6% cold Ignore resists +15% cold Accuracy +20 (+4 eff.) defense ------ Defense +20 (+3 eff.) Fatigue -10% Resistance +33% cold Resist unseen 20% Life Regen +5.00 other ------- Stamina/turn +1.40 Amulets make your neck look great! |
Gloremira the Skysmash Gloremira the Skysmash0.1 Encumbrance T5 amulet jewelry [Rare] Master While equipped: Stats +10 Str +10 Dex +10 Wil offense ------ Critical power +20.00% Damage +9% lightning Accuracy +30 (+6 eff.) defense ------ Resistance +15% mind +4% physical Amulets make your neck look great! |
Layulaith the Eclipsetrial =5 CON AMULET= Layulaith the Eclipsetrial =5 CON AMULET=0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +9 Cun +5 Con offense ------ Move Speed +10% Damage +21% arcane Ignore resists +10% arcane When Hit 6 darkness defense ------ Fatigue -6% Resistance +5% arcane +8% physical Life Regen +3.00 other ------- Stamina/turn +1.40 Amulets make your neck look great! |
Runorim the steel amulet Runorim the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Wil +1 Mag offense ------ Spellpower/crit +3 Damage +9% mind defense ------ Resistance +9% mind other ------- Mana/turn +0.25 EQ when Hit +0.04 Max mana +29.00 Masteries +0.18 Technique/Combat training +0.12 Steamtech/Engineering Amulets make your neck look great! |
grounding copper amulet of constitution (+4) =4 con amulet= grounding copper amulet of constitution (+4) =4 con amulet=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +4 Con defense ------ Resistance +11% lightning Stun Resist +22% Amulets make your neck look great! |
insulating copper amulet of cunning (+2) insulating copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +11% fire +11% cold Amulets make your neck look great! |
insulating voratun amulet of strength (+10) insulating voratun amulet of strength (+10)0.1 Encumbrance T5 amulet jewelry [Ego] Nature While equipped: Stats +10 Str defense ------ Resistance +25% fire +28% cold Amulets make your neck look great! |
starlit copper amulet of strength (+3) starlit copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +12% light +10% darkness Blind Resist +22% Amulets make your neck look great! |
steel amulet 'Adulaith' steel amulet 'Adulaith'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: defense ------ Fatigue -6% Resistance +11% fire +11% cold +10% darkness +12% light Life Regen +2.00 Blind Resist +25% Silence Resist +10% Pinning Resist +20% 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. |
Beliseta the Hailrebel =25 FIRE PEN= Beliseta the Hailrebel =25 FIRE PEN=0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +9% acid Ignore resists +25% fire +15% cold When Hit 6 fire defense ------ Resistance +15% acid +21% cold Mind save +10 (+3 eff.) Confus Resist +38% Rings make your fingers look great! |
Gorokor the Rimemark Gorokor the Rimemark0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% darkness +20% fire Ignore resists +15% acid +10% cold +10% temporal When Hit 10 cold defense ------ Resistance +9% acid +40% fire +16% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
Gorygoneg the steel ring Gorygoneg the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +3 Str offense ------ Physical Crit +7.0% Damage +12% fire defense ------ Armor +6 Resistance +24% fire other ------- Max stamina +30.00 Rings make your fingers look great! |
Hailrend Hailrend0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun offense ------ Mind Crit +2% Damage +3% cold +3% darkness +12% mind Ignore resists +5% cold defense ------ Life +22.00 Disarm Resist +22% Pinning Resist +22% Knockbk Resist +24% Rings make your fingers look great! |
Ring of Growth 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 (+2 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. |
Ring of the Dead Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Tempestbreak the gold ring =36 stun resist ring= Tempestbreak the gold ring =36 stun resist ring=0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +1 Dex defense ------ Resistance +9% lightning +9% blight Spell save +12 (+4 eff.) Mind save +9 (+2 eff.) Life Regen +5.00 Disease Resist +20% Stun Resist +35% Rings make your fingers look great! |
conjurer's copper ring =5 mag ring= conjurer's copper ring =5 mag ring=0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +5 (+1 eff.) Rings make your fingers look great! |
copper ring of blight (+11%) copper ring of blight (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% blight defense ------ Resistance +11% blight Rings make your fingers look great! |
gladiator's steel ring =5 con ring= gladiator's steel ring =5 con ring=0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con offense ------ Physical Power +6 (+2 eff.) Rings make your fingers look great! |
gold ring 'Balimakath' gold ring 'Balimakath'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +7 Str +3 Dex offense ------ Damage +12% physical defense ------ Armor +22 Defense +15 (+2 eff.) Resistance +2% physical Rings make your fingers look great! |
marksman's copper ring of frost (+20%) marksman's copper ring of frost (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ Damage +10% cold Accuracy +4 (+1 eff.) defense ------ Resistance +20% cold Rings make your fingers look great! |
marksman's steel ring of frost (+20%) marksman's steel ring of frost (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex offense ------ Damage +10% cold Accuracy +8 (+2 eff.) defense ------ Resistance +20% cold Rings make your fingers look great! |
mule's steel ring of perseverance mule's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life Regen +1.00 Stun Resist +24% other ------- Encumbrance +20 Rings make your fingers look great! |
psionicist's steel ring of fire (+22%) psionicist's steel ring of fire (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil offense ------ Damage +11% fire defense ------ Resistance +22% fire Mind save +4 (+1 eff.) Rings make your fingers look great! |
sneakthief's voratun ring of life sneakthief's voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Cun +8 Dex offense ------ Accuracy +14 (+3 eff.) defense ------ Life +100.00 Life Regen +20.00 Healmod +20% Rings make your fingers look great! |
titan's copper ring of the mind (+10%) titan's copper ring of the mind (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con offense ------ Damage +10% mind defense ------ Resistance +10% mind Physical save +6 (+2 eff.) Rings make your fingers look great! |
voratun ring 'Toxinveil' voratun ring 'Toxinveil'0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Con offense ------ Damage +3% arcane On-Hit (Melee): * 20% chance to slow global speed by 72% defense ------ Resistance +11% blight +12% temporal +18% nature Spell save +16 (+5 eff.) Mind save +15 (+4 eff.) Poison Resist +29% Disease Resist +27% Confus Resist +36% other ------- Max stamina +40.00 Rings make your fingers look great! |
chilling voratun dagger of shearing (38-49 power, 9 apr) chilling voratun dagger of shearing (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +30 cold While equipped: offense ------ Ignore resists +15% all Accuracy +25 (+5 eff.) Ignore Armor +15 Sharp, short and deadly. |
Laser Powered Giant Smasher (80-120 power, 0 apr) Laser Powered Giant Smasher (80-120 power, 0 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Unique] Unknown/Steamtech Weapon Damage 80.0 - 120.0 Light Uses 130% Str Accuracy Bonus +0.2% base damage (max 20%) Critical Rate +25.0% Attack Speed 100% On-hit +20 lightning +20 fire While equipped: offense ------ Against +10% Humanoid +10% Giant defense ------ Confus Resist +100% Fear Resist +100% other ------- Talents +1 Laser Powered Smash The Laser Powered Giant Smasher, nicknamed the Gloryhammer. You can feel it vibrating with untold power in your hands. |
blazebringer's voratun greatmaul of ruin (70-105 power, 4 apr) blazebringer's voratun greatmaul of ruin (70-105 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Ego++] Nature/Master Weapon Damage 70.0 - 105.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +126 fire While equipped: offense ------ Physical Crit +21.0% Critical power +49.00% Global Speed +14% Ignore resists +35% fire Ignore Armor +21 Massive two-handed mauls. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) =15 CON WEAPON= Warmaster Gnarg's Murderblade (60-96 power, 19 apr) =15 CON WEAPON=3.0 Encumbrance T4 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +19 Critical Rate +10.0% Attack Speed 100% Damage Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con defense ------ Resist Against +20% Living other ------- Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
enhanced voratun greatsword of shearing (60-97 power, 4 apr) =13 mag= enhanced voratun greatsword of shearing (60-97 power, 4 apr) =13 mag=3.0 Encumbrance T5 greatsword 2H weapon [Ego++] Nature/Master Weapon Damage 60.5 - 96.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +10 Str +5 Dex +13 Mag +10 Wil +13 Cun +9 Con offense ------ Ignore resists +13% all Accuracy +26 (+5 eff.) Ignore Armor +14 Massive two-handed swords. |
enhanced yew longbow of dexterity (+9) =8 mag weapon= enhanced yew longbow of dexterity (+9) =8 mag weapon=4.0 Encumbrance T3 longbow 2H weapon [Ego+] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats +9 Str +15 Dex +8 Mag +8 Wil +9 Cun +12 Con offense ------ Ignore resists +11% physical Longbows are used to shoot arrows at your foes. |
quick voratun longsword (44-61 power, 6 apr) quick voratun longsword (44-61 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego+] Master Weapon Damage 43.5 - 60.9 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Dex offense ------ Combat Speed +10% Accuracy +24 (+5 eff.) Sharp, long, and deadly. |
Beriyaruitar (27-30 power, 40 apr, mind damage) Beriyaruitar (27-30 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Rare] Nature Weapon Damage 27.0 - 29.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-hit +20 arcane While equipped: Stats +9 Str +5 Mag +6 Con offense ------ Mind Crit +5% Critical power +27.20% Physical Power +40 (+8 eff.) Mindpower +10 (+2 eff.) defense ------ Physical save +9 (+3 eff.) Spell save +8 (+2 eff.) Mind save +10 (+3 eff.) other ------- EQ when Hit +2.50 Max stamina +40.80 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. |
gifted thorny mindstar of balance (8-9 power, 24 apr, mind damage) gifted thorny mindstar of balance (8-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature Weapon Damage 8.5 - 9.4 Mind Uses 50% 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% While equipped: offense ------ Mind Crit +3% Mindpower +14 (+3 eff.) defense ------ Physical save +7 (+2 eff.) Spell save +7 (+2 eff.) Mind save +7 (+2 eff.) other ------- EQ when Hit +1.70 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. |
honing mossy mindstar (2-2 power, 12 apr, nature damage) honing mossy mindstar (2-2 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) Damage +4% physical Ignore resists +4% physical defense ------ Resistance +4% physical 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. |
Ivygalaith the cured leather sling Ivygalaith the cured leather sling4.0 Encumbrance T2 sling 1H weapon [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +5 Str offense ------ Ignore resists +25% temporal +7% all Accuracy +11 (+2 eff.) Ignore Armor +7 On-Hit (Ranged): * 10% chance to gain 10% of a turn (3/turn limit) other ------- See Invisibility +9 Slings are used to hurl stones or metal shots at your foes. |
Nithan's Force Nithan's Force4.0 Encumbrance T5 sling 1H weapon [Unique] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 111% Range +10 While equipped: Stats +10 Str +5 Con offense ------ Damage +35% physical Ignore resists +15% physical defense ------ Resistance +10% physical Pinning Resist +30% Knockbk Resist +30% Bull Shot: Effective talent level: 4.0 Power cost 16 out of 16/16. Range 9 Cooldown: 8 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 207% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+12 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
dragonbone starstaff of protection (30-36 power, 6 apr, light element) dragonbone starstaff of protection (30-36 power, 6 apr, light element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+4 eff.) Damage +30% light defense ------ Resistance +15% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Eremythel =6 WILL = Eremythel =6 WILL =4.0 Encumbrance T2 steamgun 1H weapon [Rare] Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On Hit: * 10 arcane resource burn Uses 2.0 Steam While equipped: Stats +4 Str +6 Wil +5 Con offense ------ Physical Power +8 (+2 eff.) defense ------ Resistance +6% darkness +9% cold other ------- Infravision +1 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Falogas =6 MAG= Falogas =6 MAG=4.0 Encumbrance T2 steamgun 1H weapon [Rare] Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Ignore Shields +30% Uses 2.0 Steam While equipped: Stats +6 Mag offense ------ Physical Crit +3.0% Spell Crit +8% Damage +9% blight Ignore Shields +30% Accuracy +9 (+2 eff.) other ------- Vim-on-crit +2.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
blazebringer's voratun steamgun of tinkering (+5) blazebringer's voratun steamgun of tinkering (+5)4.0 Encumbrance T5 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-crit, radius 2 +49 fire Uses 2.0 Steam While equipped: Stats +5 Cun offense ------ Steampower +11 (+2 eff.) Global Speed +7% Ignore resists +23% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
penetrating dwarven-steel steamgun of life draining penetrating dwarven-steel steamgun of life draining4.0 Encumbrance T3 steamgun 1H weapon [Ego+] Arcane/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +15 draining blight Uses 2.0 Steam While equipped: offense ------ Ignore resists +17% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steady stralite steamgun of true flight steady stralite steamgun of true flight4.0 Encumbrance T4 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Physical Crit +19.0% Accuracy +24 (+5 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Ramroller (40-60 power, 24 apr) Ramroller (40-60 power, 24 apr)3.0 Encumbrance T5 steamsaw 2H weapon [Unique] Steamtech Weapon Damage 40.0 - 60.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% Block +180 Uses 1.0 Steam While equipped: defense ------ Armor +19 Defense +14 (+2 eff.) other ------- Talents +5 Block Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!" |
balanced voratun steamsaw of evisceration (40-61 power, 0 apr) balanced voratun steamsaw of evisceration (40-61 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Ego+] Master/Steamtech Weapon Damage 40.5 - 60.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +99 On Critical: * Wound the target dealing 329 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: offense ------ Physical Crit +12.0% Physical Power +15 (+3 eff.) Accuracy +13 (+3 eff.) defense ------ Armor +6 Defense +24 (+4 eff.) Fatigue +12% Disarm Resist +50% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
acidic voratun waraxe of massacre (54-75 power, 6 apr) acidic voratun waraxe of massacre (54-75 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 53.5 - 74.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 188 damage over 5 turns and reducing armor and accuracy by 24 One-handed war axes. |
Flashbreeze Flashbreeze1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +6 Dex offense ------ Physical Crit +18.0% Mind Crit +13% Critical power +14.00% Physical Power +6 (+2 eff.) Damage +15% lightning When Hit 6 lightning defense ------ Resistance +15% lightning +7% fire +9% cold +9% acid A belt that goes around your waist. |
Kakath the rough leather belt Kakath the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Defense +10 (+1 eff.) Resistance +3% light +3% fire Life +32.00 Knockbk Resist +20% A belt that goes around your waist. |
drakeskin leather belt of valiance drakeskin leather belt of valiance1.0 Encumbrance T5 belt armor [Ego+] Psionic While equipped: Stats +6 Wil defense ------ Mind save +15 (+4 eff.) Life +81.00 A belt that goes around your waist. |
hardened leather belt 'Mardelathasus' hardened leather belt 'Mardelathasus'1.0 Encumbrance T3 belt armor [Random Unique] Nature While equipped: Stats +8 Str +9 Con offense ------ Physical Power +14 (+3 eff.) When Hit 6 arcane defense ------ Resistance +2% physical Physical save +16 (+4 eff.) Life +37.00 other ------- Mana-on-crit +2.00 Size +2 A belt that goes around your waist. |
reinforced drakeskin leather belt reinforced drakeskin leather belt1.0 Encumbrance T5 belt armor [Ego+] Master While equipped: defense ------ Armor +15 Defense +15 (+2 eff.) Physical save +24 (+6 eff.) A belt that goes around your waist. |
rough leather belt 'Poromiwe' rough leather belt 'Poromiwe'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +5 Dex +4 Wil +4 Cun offense ------ Physical Crit +1.0% Against +18% Summoned Ignore Armor +2 defense ------ Armor +8 Resist Against +16% Summoned other ------- Max stamina +20.00 A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Guise of the Hated (14 def, 0 armour) Guise of the Hated (14 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun offense ------ Physical Crit +10.0% Mind Crit +10% Mindpower +20 (+4 eff.) On-Hit 30 mind 30 darkness Damage +4% all When Hit 30 mind 30 darkness defense ------ Defense +14 (+2 eff.) Resistance +10% darkness +10% mind Mind save +10 (+3 eff.) Stealth +12 other ------- Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness level 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Jetpack (10 def, 0 armour) Jetpack (10 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun offense ------ Physical Power +5 (+1 eff.) Move Speed +10% defense ------ Defense +10 (+1 eff.) Resistance +0% lightning Physical save +10 (+3 eff.) other ------- Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
Stormbutcher (13 def, 0 armour) Stormbutcher (13 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +10 Str +2 Dex +3 Mag +5 Wil +2 Cun offense ------ Damage +12% lightning +9% fire defense ------ Defense +13 (+2 eff.) Resistance +0% lightning Physical save +10 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Thunderknave the cashmere cloak (2 def, 0 armour) Thunderknave the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +3 Dex offense ------ Mind Crit +3% Critical power +10.00% Damage +9% acid Ignore resists +10% mind When Hit 4 lightning defense ------ Defense +2 (+0 eff.) Resistance +0% lightning other ------- Hate-on-crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak of mindcraft (3 def, 0 armour) elven-silk cloak of mindcraft (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego+] Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Mind Crit +8% defense ------ Defense +3 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)2.0 Encumbrance T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +9% Mindpower +20 (+4 eff.) On-Hit 35 mind 10% gloom effects Ignore resists +20% all When Hit 35 mind 10% gloom effects defense ------ Defense +12 (+2 eff.) Resistance +15% all other ------- Psi/turn +0.20 Hate-on-crit +4.00 Psi-on-crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.10 Psionic/Solipsism +0.20 Cursed/Slaughter +0.20 Cursed/Punishments On Mind Hit: 8% Agony level 2 On Mind Hit: 8% Hateful Whisper level 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Festerpower the woollen robe (0 def, 0 armour) Festerpower the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: offense ------ Spell Crit +2% Spellpower +10 (+2 eff.) Damage +12% acid +23% fire Ignore resists +5% arcane When Hit 0 physical On-Hit (Melee): * 10% chance to slow global speed by 72% defense ------ Resistance +18% acid +34% fire +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's elven-silk robe of Angolwen (0 def, 0 armour) dispeller's elven-silk robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +6 Mag +6 Wil offense ------ Spellpower +14 (+3 eff.) Spellpower/crit +6 defense ------ Resistance +12% lightning +12% darkness +12% light +12% blight +12% fire +12% cold +15% all Physical save +20 (+5 eff.) Spell save +38 (+12 eff.) Mind save +20 (+5 eff.) Silence Resist +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's linen robe (0 def, 0 armour) dreamer's linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +11% darkness +11% mind +7% all Physical save +11 (+3 eff.) Spell save +11 (+3 eff.) Mind save +21 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Unlight's kiss' (0 def, 0 armour) elven-silk robe 'Unlight's kiss' (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Disrupt/Psionic While equipped: offense ------ Mind Crit +4% Mindpower +9 (+2 eff.) Damage +39% darkness +26% physical Ignore resists +20% physical +20% darkness +5% cold When Hit: * 9% chance to slow global speed by 72% * 10 arcane resource burn defense ------ Resistance +12% lightning +9% light +3% nature +19% blight +3% fire +5% arcane +15% all Life +87.00 Life Regen +6.00 Healmod +30% other ------- Max hate +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of frost (+15%) (0 def, 0 armour) =5 mag chest= focusing woollen robe of frost (+15%) (0 def, 0 armour) =5 mag chest=2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil offense ------ Damage +10% cold When Hit 0 physical defense ------ Resistance +9% all +15% cold other ------- Mana/turn +0.13 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of life (0 def, 0 armour) stormwoven elven-silk robe of life (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Nature While equipped: Stats +6 Str +6 Mag +5 Wil offense ------ Damage +15% lightning +16% physical +20% cold When Hit 0 physical defense ------ Resistance +10% blight +7% cold +14% lightning +15% all Life +74.00 Life Regen +2.40 Healmod +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's cashmere robe of time (+22%) (0 def, 0 armour) tormentor's cashmere robe of time (+22%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +7 Cun offense ------ Critical power +16.00% Damage +22% temporal defense ------ Resistance +11% all +22% temporal other ------- Hate-on-crit +4.00 Psi-on-crit +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour)3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+0 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+1 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% These boots have a 4% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (278 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (465 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Arthanarimas (0 def, 8 armour) =4 mag boots= Arthanarimas (0 def, 8 armour) =4 mag boots=2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Mag offense ------ Mind Crit +3% Mindpower +30 (+6 eff.) Ignore resists +20% blight +20% mind defense ------ Armor +8 other ------- Mana-on-crit +2.00 Hate-on-crit +4.00 Infravision +2 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+0 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
blightbringer's pair of drakeskin leather boots of tirelessness (0 def, 5 armour) blightbringer's pair of drakeskin leather boots of tirelessness (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: Stats +10 Mag offense ------ Spellpower +10 (+2 eff.) Damage +10% acid +10% blight defense ------ Armor +5 Disease Resist +50% other ------- Stamina/turn +1.30 Max stamina +35.00 A pair of boots made of leather. |
eldritch pair of voratun boots (0 def, 5 armour) eldritch pair of voratun boots (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil offense ------ Spell Crit +3% defense ------ Armor +5 Fatigue +4% other ------- Mana/turn +0.60 Max mana +60.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of drakeskin leather boots of massiveness (0 def, 14 armour) miner's pair of drakeskin leather boots of massiveness (0 def, 14 armour)2.0 Encumbrance T5 feet armor [Ego+] Master While equipped: Stats +9 Str +10 Con offense ------ Damage +10% physical defense ------ Armor +14 other ------- Infravision +3 Size +1 A pair of boots made of leather. |
pair of hardened leather boots 'Searfist' (0 def, 3 armour) pair of hardened leather boots 'Searfist' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Damage +30% blight +21% fire Ignore resists +10% blight When Hit 6 blight defense ------ Armor +3 Resistance +11% lightning +11% temporal +6% fire +12% blight A pair of boots made of leather. |
pair of rough leather boots 'Balodor' (0 def, 1 armour) pair of rough leather boots 'Balodor' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +4 Dex +3 Cun +5 Lck defense ------ Armor +1 Resistance +3% mind +2% physical Stealth +7 Life Regen +2.00 A pair of boots made of leather. |
reinforced pair of drakeskin leather boots of strife (0 def, 14 armour) reinforced pair of drakeskin leather boots of strife (0 def, 14 armour)2.0 Encumbrance T5 feet armor [Ego++] Master/Psionic While equipped: Stats +5 Con +4 Wil offense ------ Mindpower +9 (+2 eff.) Ignore resists +9% physical defense ------ Armor +14 Resistance +11% acid +12% fire +15% lightning +14% cold Blindside: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 29 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
undeterred pair of voratun boots of tirelessness (0 def, 5 armour) undeterred pair of voratun boots of tirelessness (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: defense ------ Armor +5 Fatigue +4% Silence Resist +37% Confus Resist +50% Stun Resist +50% other ------- Stamina/turn +1.30 Max stamina +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Amichik the Shadowminister (0 def, 2 armour) =4 mag hands= Amichik the Shadowminister (0 def, 2 armour) =4 mag hands=1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +4 Mag offense ------ Critical power +20.00% Spellpower +30 (+7 eff.) Ignore resists +10% darkness Accuracy +8 (+2 eff.) When Hit 4 arcane On-Hit (Melee): * 20% chance to reduce armor by 41% defense ------ Armor +2 Physical save +8 (+2 eff.) Spell save +6 (+2 eff.) Mind save +8 (+2 eff.) Disarm Resist +38% other ------- Mana-on-crit +2.00 Vim-on-crit +2.00 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. |
Sludgegrip (0 def, 0 armour) =4 will= Sludgegrip (0 def, 0 armour) =4 will=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. |
stone warden's voratun gauntlets of strength (+4) (0 def, 13 armour) =10 con hands= stone warden's voratun gauntlets of strength (+4) (0 def, 13 armour) =10 con hands=1.5 Encumbrance T4 hands armor [Ego+] Arcane/Master While equipped: Stats +4 Str +10 Con offense ------ Physical Power +8 (+2 eff.) defense ------ Armor +13 Hardiness +8% Fatigue +5% Resistance +8% physical 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. |
voratun gauntlets 'Emariwen' (0 def, 3 armour) voratun gauntlets 'Emariwen' (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Random Unique] Master While equipped: Stats +5 Str +10 Dex +11 Cun offense ------ Physical Crit +16.0% Spell Crit +20% Mind Crit +20% Critical power +12.00% Accuracy +9 (+2 eff.) Ignore Armor +13 When Hit 4 mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 43 defense ------ Armor +3 Fatigue +5% Resistance +3% blight +3% cold +5% arcane +9% mind Physical save +12 (+3 eff.) other ------- Cooldown Double Strike -1 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. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 78.18 to 234.53 lightning damage (156.36 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Crown of the Elements (0 def, 10 armour) Crown of the Elements (0 def, 10 armour)2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+4 eff.) Mindpower +15 (+3 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold Damage +25% acid +25% fire +25% cold +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
Helm of the Dwarven Emperors (0 def, 6 armour) =4 MAG HELM= Helm of the Dwarven Emperors (0 def, 6 armour) =4 MAG HELM=3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +4 Mag +3 Wil +0 Con offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Huredoyon the Arcpython (1 def, 0 armour) Huredoyon the Arcpython (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +0 Cun +3 Wil offense ------ Damage +3% lightning +20% fire +15% mind Ignore resists +10% mind defense ------ Defense +1 (+0 eff.) Resistance +16% fire A pointy cloth hat, very wizardly... |
Lisiyara the Radiancedare (0 def, 3 armour) =FIRE PEN= Lisiyara the Radiancedare (0 def, 3 armour) =FIRE PEN=2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Damage +21% light +9% fire Ignore resists +20% light +25% fire When Hit 10 light defense ------ Armor +3 Fatigue +3% Resistance +20% fire +9% nature +11% cold other ------- Light +3 A cap made of leather. |
Nightborn (0 def, 1 armour) =5 CON= Nightborn (0 def, 1 armour) =5 CON=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +0 Cun +5 Con offense ------ Ignore resists +15% darkness defense ------ Armor +1 Fatigue +1% Resistance +12% lightning +3% cold A cap made of leather. |
Saluwyn the Brandtaint (12 def, 21 armour) Saluwyn the Brandtaint (12 def, 21 armour)2.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats +10 Cun +4 Wil offense ------ Critical power +27.20% Damage +30% fire Ignore resists +34% mind Accuracy +10 (+2 eff.) When Hit: * 15% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +21 Defense +12 (+2 eff.) Fatigue +5% Resistance +20% mind +9% cold Spell save +18 (+6 eff.) Pinning Resist +27% A hat made of leather. Very stylish. |
Shademire (0 def, 1 armour) =15 fire pen= Shademire (0 def, 1 armour) =15 fire pen=2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +4 (+1 eff.) Damage +9% fire Ignore resists +25% darkness +15% fire On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +1 Fatigue +1% Resistance +3% darkness Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cap made of leather. |
Silirebeth the cashmere wizard hat (2 def, 0 armour) =6 mag head= Silirebeth the cashmere wizard hat (2 def, 0 armour) =6 mag head=2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +6 Mag offense ------ Spellpower +30 (+7 eff.) Damage +16% mind Ignore resists +25% blight Ignore Shields +30% defense ------ Defense +2 (+0 eff.) Resistance +16% mind other ------- Mana/turn +0.12 Infravision +3 A pointy cloth hat, very wizardly... |
defender's iron helm of absorption (5 def, 8 armour) defender's iron helm of absorption (5 def, 8 armour)3.0 Encumbrance T1 head armor [Ego+] Nature/Master While equipped: defense ------ Armor +8 Defense +5 (+0 eff.) Fatigue +5% Resistance +3% all Physical save +7 (+2 eff.) other ------- Stamina when Hit +1.00 EQ when Hit +1.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dragonslayer's voratun helm (0 def, 5 armour) dragonslayer's voratun helm (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego+] Nature While equipped: defense ------ Armor +5 Fatigue +5% Resistance +15% acid +15% fire +15% lightning +15% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather cap 'Mayarethra' (0 def, 5 armour) drakeskin leather cap 'Mayarethra' (0 def, 5 armour)2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +8 Mag +6 Cun +10 Con offense ------ Mind Crit +6% Critical power +27.20% Damage +12% blight Ignore resists +34% mind defense ------ Armor +5 Fatigue +5% Crit Resistance 20.40% other ------- Light +4 A cap made of leather. |
grounding rough leather hat of strength (+2) (0 def, 1 armour) grounding rough leather hat of strength (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +2 Str defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +5% temporal A hat made of leather. Very stylish. |
linen wizard hat 'Gunugrim' (1 def, 0 armour) linen wizard hat 'Gunugrim' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Cun defense ------ Defense +1 (+0 eff.) Resistance +3% lightning +6% fire +6% temporal +6% cold Unlife -40.00 life Life +20.00 A pointy cloth hat, very wizardly... |
miner's drakeskin leather hat of the depths (0 def, 11 armour) miner's drakeskin leather hat of the depths (0 def, 11 armour)2.0 Encumbrance T5 head armor [Ego] Nature/Master While equipped: defense ------ Armor +11 Fatigue +5% Resistance +21% cold other ------- Infravision +4 Breathe water A hat made of leather. Very stylish. |
voratun helm of blood magic (0 def, 5 armour) voratun helm of blood magic (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego+] Arcane While equipped: Stats +8 Mag +7 Wil offense ------ Spell Crit +5% Damage +20% blight +20% arcane defense ------ Armor +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm of trickery (0 def, 5 armour) voratun helm of trickery (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +5 Cun +5 Dex offense ------ Ignore Armor +8 defense ------ Armor +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)14.0 Encumbrance T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck defense ------ Armor +14 Defense +10 (+1 eff.) Fatigue +16% Resistance +20% lightning +20% physical +20% fire +20% cold +20% acid Blind Resist +50% Stun Resist +25% Knockbk Resist +50% other ------- Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Shimmerobeisance the hardened leather armour (9 def, 6 armour) =7 mag chest= Shimmerobeisance the hardened leather armour (9 def, 6 armour) =7 mag chest=9.0 Encumbrance T3 light armor [Rare] Nature While equipped: Stats +8 Cun +7 Mag defense ------ Armor +6 Defense +9 (+1 eff.) Fatigue +8% Resistance +9% lightning +12% fire Life Regen +5.30 other ------- Stamina/turn +1.70 See Invisibility +24 A suit of armour made of leather. |
cleansing hardened leather armour of fire resistance (9 def, 6 armour) cleansing hardened leather armour of fire resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +6 Defense +9 (+1 eff.) Fatigue +8% Resistance +16% blight +24% fire +16% nature A suit of armour made of leather. |
drakeskin leather armour 'Ivebrevena' (20 def, 8 armour) drakeskin leather armour 'Ivebrevena' (20 def, 8 armour)9.0 Encumbrance T5 light armor [Rare] Psionic While equipped: Stats +8 Cun +6 Mag offense ------ Critical power +20.00% Mindpower +41 (+8 eff.) Damage +15% acid Ignore resists +30% mind defense ------ Armor +8 Defense +20 (+3 eff.) Fatigue +8% Resistance +8% mind Mind save +25 (+6 eff.) other ------- EQ when Hit +0.32 See Invisibility +18 A suit of armour made of leather. |
Neryna (0 def, 16 armour) Neryna (0 def, 16 armour)17.0 Encumbrance T5 massive armor [Random Unique] Master While equipped: Stats +6 Str +6 Mag +2 Wil +7 Con offense ------ Critical power +15.00% Damage +3% acid On-Hit (Melee): * 10% chance to reduce armor by 41% defense ------ Armor +16 Fatigue +22% Resistance +29% fire +10% physical Physical save +25 (+7 eff.) Life +77.00 Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% A suit of armour made of metal plates. |
prismatic voratun plate armour of cold resistance (0 def, 16 armour) prismatic voratun plate armour of cold resistance (0 def, 16 armour)17.0 Encumbrance T5 massive armor [Ego] Arcane/Master While equipped: defense ------ Armor +16 Fatigue +22% Resistance +30% cold +20% light +18% darkness A suit of armour made of metal plates. |
Bleakstun (0 def, 10 armour, 199.5 block) Bleakstun (0 def, 10 armour, 199.5 block)7.0 Encumbrance T5 shield armor [Random Unique] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +7 Str +5 Dex +3 Mag +3 Wil offense ------ Physical Crit +15.0% Physical Power +13 (+3 eff.) When Hit 15 lightning On-Hit (Melee): * 21% chance to reduce damage dealt by 34% defense ------ Armor +10 Fatigue +8% Resistance +23% lightning +23% cold other ------- See Invisibility +3 Talents +1 Block Handheld deflection devices. |
Polegana the Scaborder (0 def, 8 armour, 136 block) Polegana the Scaborder (0 def, 8 armour, 136 block)7.0 Encumbrance T4 shield armor [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 9 fire Damage +18% acid +12% nature Ignore resists +25% fire When Hit 10 acid 17 fire defense ------ Armor +8 Fatigue +8% Resistance +12% nature other ------- Talents +1 Block Handheld deflection devices. |
Shivermonster the voratun shield (0 def, 18 armour, 195.5 block) Shivermonster the voratun shield (0 def, 18 armour, 195.5 block)7.0 Encumbrance T5 shield armor [Random Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil offense ------ On-Hit 32 lightning Damage +6% cold On shield block: * Deals 253 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) When Hit 21 lightning defense ------ Armor +18 Fatigue +8% Resistance +18% blight +20% cold +19% nature +6% acid Crit Resistance 10.00% Spell save +15 (+5 eff.) Life +80.00 other ------- Talents +1 Block Handheld deflection devices. |
Skygasher (0 def, 10 armour, 59 block) Skygasher (0 def, 10 armour, 59 block)7.0 Encumbrance T1 shield armor [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 6 fire Damage +12% lightning When Hit 4 fire defense ------ Armor +10 Fatigue +8% Resistance +6% blight Life +140.00 Life Regen +4.00 other ------- Talents +1 Block Handheld deflection devices. |
Temporal Rift (8 def, 4 armour, 325 block) Temporal Rift (8 def, 4 armour, 325 block)7.0 Encumbrance T5 shield armor [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Spellpower +12 (+3 eff.) defense ------ Armor +4 Defense +8 (+1 eff.) Ranged Defense +10 (+2 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+6 eff.) Slow Projectiles +50% other ------- Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Titanic (20 def, 18 armour, 320 block) Titanic (20 def, 18 armour, 320 block)7.0 Encumbrance T3 shield armor [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+3 eff.) Ranged Defense +10 (+2 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
voratun shield (0 def, 10 armour, 203 block) voratun shield (0 def, 10 armour, 203 block)7.0 Encumbrance T5 shield armor [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +10 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
voratun shield 'Elenodar' (0 def, 19 armour, 200.5 block) voratun shield 'Elenodar' (0 def, 19 armour, 200.5 block)7.0 Encumbrance T5 shield armor [Random Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +10 (+2 eff.) On-Hit 19 lightning Ignore resists +15% blight When Hit 13 lightning defense ------ Armor +19 Fatigue +8% Resistance +30% fire Spell save +3 (+1 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Talents +1 Block Handheld deflection devices. |
voratun shield of the stars (0 def, 10 armour, 200 block) voratun shield of the stars (0 def, 10 armour, 200 block)7.0 Encumbrance T5 shield armor [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +11 Cun +10 Mag offense ------ Damage +20% light +20% darkness defense ------ Armor +10 Fatigue +8% Resistance +17% light +20% darkness other ------- Talents +1 Block Handheld deflection devices. |
4 agate 4 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. |
1203 alchemist agate 1203 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. |
5 onyx 5 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
6 aquamarine 6 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 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 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. |
10 sapphire 10 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 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 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Hettyldir (dig speed 13 turns) Hettyldir (dig speed 13 turns)3.0 Encumbrance T5 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Mindpower +15 (+3 eff.) Damage +6% mind Ignore resists +10% mind defense ------ Defense +31 (+5 eff.) Resistance +28% fire +10% darkness +9% temporal Disarm Resist +20% Teleport Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- EQ when Hit +0.12 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's dwarven-steel pickaxe (dig speed 28 turns) woodsman's dwarven-steel pickaxe (dig speed 28 turns)3.0 Encumbrance T3 digger tool [Ego] Nature While equipped: Stats +2 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
6 emerald 6 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. |
8 jade 8 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. |
7 spinel 7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 turquoise 11 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Corrupted heart of the Sandworm Queen Corrupted heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Arcane Consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
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. |
Stimulus Stimulus2.0 Encumbrance T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun defense ------ Defense +12 (+2 eff.) Physical save +15 (+4 eff.) Spell save +15 (+5 eff.) Mind save +15 (+4 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 4 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(116 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Vorileratira the brass lantern =4 MAG LITE= Vorileratira the brass lantern =4 MAG LITE=2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +4 Mag defense ------ Resistance +3% temporal Life +43.00 Disease Resist +20% Disarm Resist +10% 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. |
Xithra the Dourwire Xithra the Dourwire1.0 Encumbrance T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Wil offense ------ Damage +11% mind Ignore resists +25% darkness defense ------ Resistance +6% darkness Physical save +9 (+3 eff.) Healmod +11% Blind Resist +37% Confus Resist +18% other ------- Light +12 See Stealth +20 See Invisibility +22 Track: Puts all charms on 40 turn cooldown Effective talent level: 3.6 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 33 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
piercing dwarven lantern piercing dwarven lantern1.0 Encumbrance T5 lite [Ego+] Master While equipped: offense ------ Ignore resists +13% all Ignore Armor +15 other ------- Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Telos's Staff Crystal Telos's Staff Crystal0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
73 alchemist bloodstone 73 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. |
9 bloodstone 9 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 fire opal 13 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 garnet 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. |
6 ruby 6 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. |
amazing healing salve [power 595] amazing healing salve [power 595]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 165% efficiency and 57% cooldown modifier. Heal 595 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
simple frost salve [power 21] simple frost salve [power 21]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 165% efficiency and 57% cooldown modifier. Remove 1 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 264] simple healing salve [power 264]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 165% efficiency and 57% cooldown modifier. Heal 264 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. |
Tarrinarilar the Nightclamor (22/22, 54-65 power, 6 apr) Tarrinarilar the Nightclamor (22/22, 54-65 power, 6 apr)3.0 Encumbrance T5 shot ammo [Rare] Arcane Weapon Damage 54.5 - 65.4 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 22 On-ranged-hit +24 darkness +27 arcane +19 light +27 cold +27 blight +27 mind Damage Against +30% Undead On Hit: * 27% chance to reduce damage dealt by 34% * 27% chance to reduce all saves and defense by 43 Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots of torment (25/25, 50-61 power, 5 apr) barbed pouch of stralite shots of torment (25/25, 50-61 power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego++] Master/Psionic Weapon Damage 50.5 - 60.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +14.5% Capacity 25 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * Wound the target dealing 329 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
elemental pouch of steel shots of annihilation (19/19, 24-29 power, 8 apr) elemental pouch of steel shots of annihilation (19/19, 24-29 power, 8 apr)3.0 Encumbrance T2 shot ammo [Ego++] Arcane/Master Weapon Damage 24.0 - 28.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +9.5% Capacity 19 Projectile Speed +200% On Hit: * Create an explosion dealing 130 fire damage (1/turn) Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of stralite shots of accuracy (19/19, 43-52 power, 5 apr) psychokinetic pouch of stralite shots of accuracy (19/19, 43-52 power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego+] Master/Psionic Weapon Damage 43.0 - 51.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +10 Ignore Armor +5 Critical Rate +5.5% Capacity 19 On-ranged-hit +5 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 296 physical damage While equipped: Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of amnesia (20/20, 56-67 power, 6 apr) psychokinetic pouch of voratun shots of amnesia (20/20, 56-67 power, 6 apr)3.0 Encumbrance T5 shot ammo [Ego++] Psionic Weapon Damage 56.0 - 67.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 20 On-ranged-hit +38 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 296 physical damage * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
amazing second skin amazing second skin0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Life Regen +10.00 Poison Resist +70% Disease Resist +70% Cut Resist +70% 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! |
iron mental stimulator iron mental stimulator0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun defense ------ Mind save +3 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! |
iron spike attachment iron spike attachment0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 10 physical defense ------ Armor +4 Fatigue +1% 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 (+3 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 viral injector mastercraft viral injector0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to weapon Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
steel fatal attractor steel fatal attractor0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +2 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
steel grounding strap steel grounding strap0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +12% lightning Stun Resist +20% Tinkers can be attached to normal items to improve them with steam power! |
stralite spike attachment stralite spike attachment0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 40 physical defense ------ Armor +16 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
Bizzare Contraption Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+5 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Amiran the steel torque of mindblast [power 170] (15 cooldown) Amiran the steel torque of mindblast [power 170] (15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Critical power +5.00% Ignore resists +15% blight Accuracy +5 (+1 eff.) Ignore Armor +2 defense ------ Resistance +6% acid +9% cold +3% light +18% lightning Blind Resist +20% Blast the opponent's mind dealing 265 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Weepthorn' [power 425] (15 cooldown) voratun torque of mindblast 'Weepthorn' [power 425] (15 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +9% nature defense ------ Resistance +3% acid +3% temporal +15% darkness +3% blight +5% arcane Blast the opponent's mind dealing 663 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 25% for 2 turns. 100% to increase all damage by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Frigidbrawn [power 560] (15 cooldown) =stinging= Frigidbrawn [power 560] (15 cooldown) =stinging=2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: Stats +4 Dex +4 Con offense ------ Ignore resists +25% cold On-Hit (Melee): * 21 arcane resource burn defense ------ Resistance +12% acid +21% cold +15% darkness other ------- Infravision +3 Sting an enemy dealing 678 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Ividathra [power 278] (15 cooldown) =HEAL ALLY 278= Ividathra [power 278] (15 cooldown) =HEAL ALLY 278=2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: Stats +1 Con offense ------ Ignore Armor +1 defense ------ Resistance +6% nature +9% cold Heal yourself and all friendly characters within 10 spaces for 278 Puts all charms on 15 turn cooldown 100% to increase all damage by 18% for 2 turns. 100% to heal for 69. Natural totems are made by powerful wilders to store nature power. |
Kilnorder [power 194] (15 cooldown) =stinging= Kilnorder [power 194] (15 cooldown) =stinging=2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Damage +12% fire Ignore resists +10% fire +10% darkness +20% light When Hit 4 fire defense ------ Resistance +12% light other ------- Light +3 Sting an enemy dealing 235 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce fatigue by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem The Guardian's Totem2.0 Encumbrance T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil offense ------ Mindpower +8 (+2 eff.) When Hit: * 18% chance to slow global speed by 72% defense ------ Resistance +20% blight +20% arcane Spell save +20 (+6 eff.) other ------- Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of Life =6 CON= Tree of Life =6 CON=2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+1 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
yew totem of healing 'Fuloharahell' [power 302] (15 cooldown) yew totem of healing 'Fuloharahell' [power 302] (15 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +8 Cun offense ------ Spell Crit +4% Spellpower/crit +10 Damage +6% mind Ignore resists +25% mind other ------- Psi when Hit +0.16 Hate-on-crit +4.00 Heal yourself and all friendly characters within 10 spaces for 302 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Bethuwe [power 116] (20 cooldown) =SHIELD ALLYS 115= Bethuwe [power 116] (20 cooldown) =SHIELD ALLYS 115=2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% blight Ignore resists +10% blight +15% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to heal for 34. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Duvibers the Blindvault [power 434] (20 cooldown) =434 shield allys= Duvibers the Blindvault [power 434] (20 cooldown) =434 shield allys=2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: offense ------ Damage +27% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 34% * 20% chance to reduce armor by 41% defense ------ Resistance +6% acid +20% darkness +6% blight Create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase the duration of 3 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of shielding 'Nerurema' [power 194] (20 cooldown) =shield ally 194= ash wand of shielding 'Nerurema' [power 194] (20 cooldown) =shield ally 194=2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +6% acid +6% mind +12% blight When Hit 8 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 43 defense ------ Resistance +12% blight Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
11 diamond 11 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. |
14 moonstone 14 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+1 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 pearl 13 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
11 amber 11 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. |
14 ametrine 14 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. |
11 citrine 11 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. |
9 zircon 9 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Joe the Dwarf Annihilator level 39
30th Profit 123rd year of Ascendancy at 19:54 see stats
By Joe the Dwarf Annihilator level 50
27th Profit 124th year of Ascendancy at 13:07 see stats
By Joe the Dwarf Annihilator level 39
25th Profit 123rd year of Ascendancy at 02:21 see stats
By Joe the Dwarf Annihilator level 26
28th Loss 122nd year of Ascendancy at 17:23 see stats
By Joe the Dwarf Annihilator level 49
17th Shortage 123rd year of Ascendancy at 10:17 see stats
By Joe the Dwarf Annihilator level 43
12nd Wealth 123rd year of Ascendancy at 22:26 see stats
By Joe the Dwarf Annihilator level 41
8th Wealth 123rd year of Ascendancy at 10:38 see stats
By Joe the Dwarf Annihilator level 16
13rd Wealth 122nd year of Ascendancy at 19:28 see stats
By Joe the Dwarf Annihilator level 41
8th Wealth 123rd year of Ascendancy at 22:40 see stats
By Joe the Dwarf Annihilator level 34
17th Voratun 123rd year of Ascendancy at 09:00 see stats
By Joe the Dwarf Annihilator level 50
14th Dearth 124th year of Ascendancy at 11:33 see stats
By Joe the Dwarf Annihilator level 24
7th Loss 122nd year of Ascendancy at 01:01 see stats
By Joe the Dwarf Annihilator level 34
20th Voratun 123rd year of Ascendancy at 09:04 see stats
By Joe the Dwarf Annihilator level 50
10th Dearth 124th year of Ascendancy at 22:23 see stats
By Joe the Dwarf Annihilator level 50
7th Dearth 124th year of Ascendancy at 22:06 see stats
By Joe the Dwarf Annihilator level 50
5th Steel 124th year of Ascendancy at 20:36 see stats
By Joe the Dwarf Annihilator level 35
5th Profit 123rd year of Ascendancy at 04:07 see stats
By Joe the Dwarf Annihilator level 10
17th Profit 122nd year of Ascendancy at 21:52 see stats
By Joe the Dwarf Annihilator level 20
18th Dearth 122nd year of Ascendancy at 03:52 see stats
By Joe the Dwarf Annihilator level 30
17th Shortage 122nd year of Ascendancy at 20:05 see stats
By Joe the Dwarf Annihilator level 40
33rd Profit 123rd year of Ascendancy at 14:29 see stats
By Joe the Dwarf Annihilator level 50
3rd Steel 124th year of Ascendancy at 06:25 see stats
By Joe the Dwarf Annihilator level 50
26th Profit 124th year of Ascendancy at 15:08 see stats
By Joe the Dwarf Annihilator level 30
30th Iron 123rd year of Ascendancy at 02:03 see stats
By Joe the Dwarf Annihilator level 50
25th Stralite 124th year of Ascendancy at 14:54 see stats
By Joe the Dwarf Annihilator level 29
16th Shortage 122nd year of Ascendancy at 02:18 see stats
By Joe the Dwarf Annihilator level 17
23rd Wealth 122nd year of Ascendancy at 05:30 see stats
By Joe the Dwarf Annihilator level 42
9th Wealth 123rd year of Ascendancy at 05:08 see stats
By Joe the Dwarf Annihilator level 6
19th Voratun 122nd year of Ascendancy at 10:37 see stats
By Joe the Dwarf Annihilator level 50
14th Dearth 124th year of Ascendancy at 11:32 see stats
By Joe the Dwarf Annihilator level 26
7th Shortage 122nd year of Ascendancy at 06:33 see stats
By Joe the Dwarf Annihilator level 8
3rd Acquisition 122nd year of Ascendancy at 15:19 see stats
By Joe the Dwarf Annihilator level 50
5th Stralite 124th year of Ascendancy at 03:44 see stats
By Joe the Dwarf Annihilator level 50
14th Dearth 124th year of Ascendancy at 11:33 see stats
By Joe the Dwarf Annihilator level 50
37th Stralite 124th year of Ascendancy at 00:49 see stats
By Joe the Dwarf Annihilator level 14
28th Profit 122nd year of Ascendancy at 03:47 see stats
By Joe the Dwarf Annihilator level 45
10th Dearth 123rd year of Ascendancy at 02:51 see stats
By Joe the Dwarf Annihilator level 23
6th Loss 122nd year of Ascendancy at 15:13 see stats
By Joe the Dwarf Annihilator level 17
23rd Wealth 122nd year of Ascendancy at 22:15 see stats
By Joe the Dwarf Annihilator level 38
24th Profit 123rd year of Ascendancy at 20:48 see stats
Log
Ran for 12 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Joe picks up ( .): balanced voratun steamsaw of evisceration (40-61 power, 0 apr).
Joe picks up ( .): blazebringer's voratun greatmaul of ruin (70-105 power, 4 apr).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 14 turns (stop reason: interesting terrain).
There is a Unremarkable cave here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the Far East, with no trace of the portal...
Saving game...
Saving done.
Today is the 15th Dearth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:23.
Today is the 16th Dearth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:35.
Today is the 17th Dearth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:58.