















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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.
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:
Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Annihilator |
| Level / Exp | 50 / 738% |
| Size | medium |
| Lifes / Deaths | Killed by Mayybeth the sand-drake at level 18 on the 17th Haze 122nd year of Ascendancy at 17:01 0 / 9Killed by Cyrura the naga tide huntress at level 50 on the 1st Summertide 124th year of Ascendancy at 12:36 Killed by Gloreyanne the dredge at level 50 on the 1st Summertide 124th year of Ascendancy at 12:53 Killed by Nerimina the orc cryomancer at level 50 on the 1st Flare 124th year of Ascendancy at 07:54 Killed by Nerimina the orc cryomancer at level 50 on the 1st Flare 124th year of Ascendancy at 09:54 Killed by Elandar at level 50 on the 2nd Flare 124th year of Ascendancy at 18:57 Killed by Argoniel at level 50 on the 2nd Flare 124th year of Ascendancy at 18:57 Killed by Argoniel at level 50 on the 2nd Flare 124th year of Ascendancy at 20:52 Killed by Elandar at level 50 on the 2nd Flare 124th year of Ascendancy at 21:30 |
Primary Stats
| Strength | 91 (base 19) |
| Dexterity | 106 (base 63) |
| Constitution | 67 (base 32) |
| Magic | 42 (base 8) |
| Willpower | 88 (base 60) |
| Cunning | 121 (base 65) |
Resources
| Life | -188/1127 |
| Mana | 784/784 |
| Steam | 130/130 |
| Vim | 296/296 |
| Healing Factor | 1.3635014349578 |
| Regeneration | 0.34087535873945 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 11.110466202999 |
| Infravision | 2 |
| See Stealth | 40 |
| See Invisible | 40 |
Offense: Mainhand
| Damage | 121 |
| Accuracy | 76 |
| Crit Chance | 80% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 67% |
| Speed | 1 |
Offense: Mind
| Mindpower | 80 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +36% |
| Blight | +33% |
| Arcane | +45% |
| Cold | +13% |
| All | +18% |
| Darkness | +24% |
| Light | +35% |
| Physical | +39% |
| Fire | +110% |
| Lightning | +42% |
Offense: Damage Penetration
| Light | +35% |
| Physical | +26% |
| Fire | +107% |
| Arcane | +5% |
| Cold | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 90 (89.687909656376%) |
| Defense | 74 |
| Ranged Defense | 74 |
| Fatigue | 0 |
| Physical Save | 61 |
| Spell Save | 40 |
| Mental Save | 54 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Light | + 30%( 70%) |
| Lightning | + 41%( 70%) |
| Cold | -6%( 70%) |
| Physical | + 45%( 70%) |
| Fire | + 70%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 25% |
| Disarm Resistance | 100% |
| Knockback Resistance | 100% |
| Stun Resistance | 50% |
| Silence Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 40% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 141 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 595 life over 5 turns. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.5 steam per turn. Can be activated for an instant burst of 77 steam. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 310 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Heavy weapons | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vile life | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You 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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
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 |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 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 | Unbreakable Greaves (8 def, 20 armour) 3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+2 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resistance +15% acid +15% physical Physical save +15 (+4 eff.) Pinning Resist +25% Knockbk Resist +125% Teleport Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Quiver | pouch of voratun shots 'Winterbraze' (17/20, 69-83 power, 6 apr)3.0 Encumbrance T5 shot ammo [Random Unique] Nature/Master Weapon Damage 69.0 - 82.8 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +19.0% Capacity 20 On-ranged-hit +20 blight +16 mind +29 cold On-crit, radius 2 +12 blight +14 cold On Hit: * 20% chance to reduce strength, dexterity, and constitution by 31 * 20% chance to create vines that bind the target to the ground dealing 296 nature damage and pinning them for 3 turns On Critical: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | Harigorach the Stokehacker2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Damage +6% darkness +12% arcane Ignore resists +5% arcane +25% fire On-Hit (Melee): * 20% chance to reduce armor by 41% defense ------ Resistance +6% light Affinity +5% darkness other ------- Light +3 Infravision +2 Moonlight Ray: Puts all charms on 8 turn cooldown Effective talent level: 4.0 Power cost 8 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 229.73 damage. The damage dealt will increase with your Spellpower. 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. |
| On head | Singestoker (30 def, 7 armour) 2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +1 Cun +4 Con offense ------ Ignore resists +26% fire +26% physical Accuracy +15 (+4 eff.) When Hit 6 physical defense ------ Armor +7 Defense +30 (+7 eff.) Fatigue +5% Physical save +25 (+6 eff.) Silence Resist +50% other ------- Light +3 A hat made of leather. Very stylish. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +150% other ------- Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | dragonbone totem of stinging 'Abyssvice' [power 560] (4/15 cooldown)2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: Stats +5 Str +3 Mag +4 Cun offense ------ Damage +24% lightning +12% fire Ignore resists +20% fire defense ------ Resistance +6% fire Sting an enemy dealing 661 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to gain a 37% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | stralite ring 'Bethemina'0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +4 Str offense ------ Damage +15% blight +6% physical +17% fire defense ------ Armor +16 Resistance +34% fire Unlife -60.00 life other ------- Stamina/turn +3.00 Max hate +4.00 Rings make your fingers look great! |
| On fingers | copper ring 'Daypyre'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Str offense ------ Critical power +5.00% Damage +12% light +11% fire Ignore resists +10% light +5% cold defense ------ Resistance +22% fire Rings make your fingers look great! |
| Around neck | Fiery Choker0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Spell Crit +8% Spellpower +7 (+1 eff.) Damage +10% fire -5% cold defense ------ Resistance +20% fire -20% cold Affinity +30% fire Blind Resist +40% On Spell Hit: 10% Volcano level 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
| In main hand | Glitterumbra 4.0 Encumbrance T4 steamgun 1H weapon [Random Unique] Arcane/Nature/Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +32 Critical Rate +20.0% Attack Speed 100% Range +9 Projectile Speed +600% On-ranged-hit +12 light +16 fire On-crit, radius 2 +51 fire Uses 2.0 Steam While equipped: Stats +6 Cun offense ------ Steampower +9 (+2 eff.) Global Speed +4% Damage +15% arcane +19% fire Ignore resists +15% light +21% fire other ------- Light +3 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | skylord's drakeskin leather belt of valiance1.0 Encumbrance T5 belt armor [Ego++] Nature/Psionic While equipped: Stats +4 Str +5 Dex +10 Wil +6 Cun defense ------ Physical save +14 (+3 eff.) Spell save +16 (+5 eff.) Mind save +31 (+9 eff.) Life +75.00 A belt that goes around your waist. |
| In off hand | Burnspawn (0 def, 19 armour, 72-86 power, 337.5 block)7.0 Encumbrance T5 shield armor [Random Unique] Master When used to Attack: Weapon Damage 71.5 - 85.8 Physical Uses 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +338 On-Hit, radius 1 +8 blight +4 fire On-crit, radius 2 +12 acid While equipped: Stats +13 Str +13 Dex +7 Con offense ------ Damage +18% acid +3% fire Accuracy +24 (+6 eff.) On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 31 defense ------ Armor +19 Fatigue +8% Resistance +9% acid +20% physical Physical save +11 (+3 eff.) other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | marshal's cashmere cloak of sorcery (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Str +4 Mag +3 Wil +3 Con offense ------ Spell Crit +5% defense ------ Defense +2 (+0 eff.) Resistance +30% lightning Physical save +5 (+1 eff.) Life +48.00 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 | Molten Skin (15 def, 12 armour) 9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +8 Str +8 Dex +14 Mag +8 Wil +14 Cun +8 Con offense ------ Physical Crit +8.0% Spell Crit +10% Critical power +20.00% Spellpower +15 (+3 eff.) On-Hit 15 light 30 fire On-Ranged-Hit 15 light 30 fire Damage +20% fire +5% light +10% all Ignore resists +10% light +15% fire When Hit 30 fire defense ------ Armor +12 Defense +15 (+4 eff.) Resistance +20% fire +12% light -5% cold other ------- Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Effective talent level: 4.4 Power cost 12 out of 16/16. Range melee/personal Cooldown: 5 Travel.spd instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 328.52 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Inventory
medical injector implant (efficiency 80% / cooldown 76%)0.1 Encumbrance T1 implant scroll [Normal] 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 80% efficiency and cooldown mod of 76%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 142% / cooldown 68%)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 142% efficiency and cooldown mod of 68%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 186% / cooldown 80%)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 186% efficiency and cooldown mod of 80%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 13)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 21 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.3 steam per turn. Can be activated for an instant burst of 66 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 12)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 20 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.3 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 9)0.1 Encumbrance T1 implant scroll [Ego] 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 9.5 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 14)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 31 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.3 steam per turn. Can be activated for an instant burst of 71 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion (die at -416; dur 10; cd 28)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 28 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -416 life. The duration and life will increase by 1% for every 1% life you have lost (currently 901 life, 21 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 titan (speed 671%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 671% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 119; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 119 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 139; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 139 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 314; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 314 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 417; dur 3; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 417 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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. |
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. |
3 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. |
3 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. |
4 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. |
schematic: Black 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. |
3 schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive 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: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: 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. |
2 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. |
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 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. |
2 schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal 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. |
schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: 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: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: 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. |
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. |
2 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. |
3 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Power Distributor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: 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. |
2 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. |
5 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. |
4 schematic: Saw 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: Shocking Touch0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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 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. |
2 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. |
10 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: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic 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: 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. |
3 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. |
2 schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
6 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. |
2 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 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. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)0.1 Encumbrance T3 taint scroll [Unique] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Berymas the Blazesweep0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +10 Dex +4 Cun offense ------ Mind Crit +7% Critical power +24.94% Mindpower +35 (+7 eff.) Ignore resists +31% mind defense ------ Resistance +12% lightning other ------- Psi when Hit +0.16 Max psi +62.35 Amulets make your neck look great! |
Erukan the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +1 Mag +2 Wil +6 Con defense ------ Resistance +3% lightning +6% cold +9% blight Physical save +12 (+3 eff.) Life +48.00 Life Regen +7.00 Amulets make your neck look great! |
Mulathazor the Arckill0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ When Hit 2 lightning defense ------ Resistance +6% blight +3% fire +10% mind +3% nature Confus Resist +22% Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 24/30 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. |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 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. |
Torerak the Umbraenvy =36 stun resist=0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: offense ------ Physical Power +15 (+3 eff.) Damage +9% darkness +24% mind When Hit 8 physical defense ------ Resistance +6% mind Life Regen +8.00 Stun Resist +36% Rings make your fingers look great! |
Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
mule's voratun ring of power0.1 Encumbrance T5 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +14 (+3 eff.) Spellpower +11 (+2 eff.) Mindpower +14 (+3 eff.) defense ------ Fatigue -9% other ------- Encumbrance +36 Rings make your fingers look great! |
rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Rings make your fingers look great! |
savage's gold ring of life0.1 Encumbrance T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +2 Con defense ------ Spell save +12 (+4 eff.) Life +42.00 Life Regen +8.00 Healmod +13% other ------- Max stamina +16.00 Rings make your fingers look great! |
solipsist's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +6 (+1 eff.) defense ------ Blind Resist +20% Disease Resist +15% other ------- Infravision +4 See Stealth +6 See Invisibility +9 Rings make your fingers look great! It was changed by the digestive sack. |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+1 eff.) Rings make your fingers look great! |
warrior's stralite ring of warding0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Str defense ------ Armor +8 Resistance +17% acid +19% fire +14% lightning +13% cold Rings make your fingers look great! |
blazebringer's voratun battleaxe of projection (54-82 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Ego++] Nature/Psionic Weapon Damage 54.5 - 81.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +121 fire On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Global Speed +7% Ignore resists +35% fire Massive two-handed battleaxes. |
plaguebringer's voratun greatmaul of amnesia (66-98 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Ego++] Arcane/Psionic Weapon Damage 65.5 - 98.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +17 blight On Hit: 20% Epidemic level 5 On Hit: * 28% chance to reduce strength, dexterity, and constitution by 31 * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: defense ------ Disease Resist +49% Massive two-handed mauls. |
dragonbone longbow of enduring4.0 Encumbrance T5 longbow 2H weapon [Ego+] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: Stats +20 Con +14 Wil defense ------ Life +165.00 Longbows are used to shoot arrows at your foes. |
ranger's dragonbone longbow of true flight4.0 Encumbrance T5 longbow 2H weapon [Ego+] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: Stats +11 Dex offense ------ Physical Crit +20.0% Accuracy +23 (+5 eff.) Longbows are used to shoot arrows at your foes. |
elemental voratun mace (46-64 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego+] Arcane Weapon Damage 46.0 - 64.4 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On Hit: * Create an explosion dealing 113 cold damage (1/turn) While equipped: offense ------ Damage +27% cold Ignore resists +25% cold Blunt and deadly. |
truestriking voratun mace of shearing (47-66 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego++] Master Weapon Damage 47.0 - 65.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +12% physical +8% all Accuracy +44 (+10 eff.) Ignore Armor +28 Blunt and deadly. |
dragonbone vilestaff (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Normal] 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 (+3 eff.) Damage +30% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Relgygund4.0 Encumbrance T5 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +20 cold Uses 2.0 Steam While equipped: Stats +9 Mag offense ------ Damage +22% cold When Hit 8 mind defense ------ Resistance +30% lightning Unlife -80.00 life Life +120.00 Life Regen +4.99 Healmod +25% Out-of-Phase Defense +19 Out-of-Phase Resistance +19% Out-of-Phase Resilience +19% other ------- Max hate +12.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
crackling voratun steamsaw of the stars (40-61 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Ego++] Arcane/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 +106 Uses 1.0 Steam When used to Attack: On-hit +18 lightning +18 light +18 darkness While equipped: Stats +4 Dex +4 Mag +11 Cun offense ------ Damage +18% light +20% darkness When Hit 21 lightning defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% Resistance +19% lightning +20% light +19% darkness 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! |
chilling orichalcum trident of vileness (54-86 power, 16 apr)3.0 Encumbrance T5 trident 2H weapon [Ego] Arcane Weapon Damage 53.5 - 85.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +4.0% Attack Speed 100% On-hit +23 blight +34 cold On Hit: * 28% chance to reduce strength, dexterity, and constitution by 31 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Blastwalker the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Con offense ------ Ignore Armor +1 When Hit 2 physical defense ------ Resistance +15% lightning +6% temporal Unlife -60.00 life A belt that goes around your waist. |
Boltrebel1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +5 Str +3 Wil offense ------ Damage +12% lightning +6% darkness defense ------ Armor +6 Defense +6 (+1 eff.) Resistance +6% darkness Physical save +11 (+3 eff.) other ------- See Invisibility +3 A belt that goes around your waist. |
Lisusetha the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +9% arcane +3% temporal When Hit 4 temporal defense ------ Resistance +9% temporal Life +31.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
hardened leather belt 'Eclipselace'1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +4 Dex +3 Wil +7 Cun offense ------ Physical Crit +8.0% Mind Crit +7% Damage +9% mind defense ------ Resistance +6% light +12% darkness A belt that goes around your waist. |
insulating rough leather belt1.0 Encumbrance T1 belt armor [Ego] Master While equipped: defense ------ Resistance +6% fire +6% cold A belt that goes around your waist. |
monstrous hardened leather belt of valiance1.0 Encumbrance T3 belt armor [Ego++] Nature/Psionic While equipped: Stats +5 Str +3 Wil +5 Con offense ------ Physical Power +9 (+2 eff.) defense ------ Physical save +8 (+2 eff.) Mind save +5 (+2 eff.) Life +54.00 other ------- Size +1 A belt that goes around your waist. |
noble's rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +15% Summoned defense ------ Resistance +6% blight Resist Against +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Stormstun the elven-silk cloak (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +5 Dex +4 Cun +3 Con offense ------ Damage +6% lightning +6% light Ignore resists +5% light defense ------ Defense +3 (+1 eff.) Resistance +15% lightning Physical save +13 (+3 eff.) Spell save +3 (+1 eff.) Mind save +12 (+4 eff.) Unlife -50.00 life other ------- Stamina/turn +1.00 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Rimeborn' (22 def, 0 armour) =4CON=2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +6 Dex +3 Wil +4 Con offense ------ Ignore resists +10% light +10% cold defense ------ Defense +22 (+5 eff.) Mind save +11 (+4 eff.) other ------- Max stamina +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of battle (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +1.0% Physical Power +2 (+1 eff.) defense ------ Defense +6 (+1 eff.) Fatigue -3% Physical save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hathozilaneg the Furnaceschism (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Rare] Nature While equipped: offense ------ Damage +30% physical +12% light +24% fire defense ------ Resistance +20% blight +30% physical +18% light +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Malurion the woollen robe (5 def, 0 armour) =25 fire res=2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: Stats +1 Dex +4 Mag offense ------ Physical Power +15 (+3 eff.) Damage +17% fire Accuracy +20 (+5 eff.) defense ------ Defense +5 (+1 eff.) Resistance +25% fire +9% all other ------- Stamina/turn +2.00 Max stamina +20.00 Infravision +2 See Invisibility +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+3 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +0 Str +0 Dex +0 Mag +4 Wil +0 Cun +5 Con offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
The Calm (15 def, 0 armour) =THE CALM=2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+5 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+4 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Urthyldil (19 def, 9 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Con offense ------ Physical Power +15 (+3 eff.) Damage +8% nature Ignore Armor +2 defense ------ Armor +9 Defense +19 (+5 eff.) Resistance +12% lightning +3% physical +10% darkness +10% light +11% blight +11% fire +12% cold +15% all Physical save +43 (+11 eff.) Spell save +35 (+12 eff.) Mind save +20 (+7 eff.) Poison Resist +34% Disease Resist +39% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient elven-silk robe of alchemy (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +0 Str +0 Dex +7 Mag +0 Wil +0 Cun +0 Con offense ------ Damage +13% acid +35% physical +17% fire +13% temporal +12% cold Ignore resists +10% temporal +10% physical defense ------ Resistance +14% acid +15% physical +14% fire +12% cold +15% all Anomaly Control +13 other ------- Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe (0 def, 0 armour) =DREAMER=2.0 Encumbrance T3 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +13% darkness +14% mind +11% all Physical save +10 (+2 eff.) Spell save +15 (+5 eff.) Mind save +24 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of fire (+15%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+0 eff.) Damage +10% fire defense ------ Resistance +7% all +15% fire Mind save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of fire (+24%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats +0 Str +0 Dex +0 Mag +0 Wil +0 Cun +5 Con offense ------ Damage +16% nature +16% fire defense ------ Resistance +11% all +24% fire Poison Resist +28% Disease Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Ebonycrack (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +4 Str +1 Wil offense ------ Accuracy +6 (+2 eff.) When Hit 4 darkness defense ------ Armor +2 Fatigue +3% Physical save +7 (+2 eff.) Mind save +7 (+3 eff.) Disarm Resist +23% other ------- Light +3 Infravision +2 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. |
Isolenor the Pitchbile (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 lightning Damage +3% lightning +3% light When Hit 4 darkness On-Hit (Melee): * 20% chance to reduce all saves and defense by 43 defense ------ Armor +1 Resistance +5% lightning 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. |
Wyrmbreath (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 2.0 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 497.12 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
cinder hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +8 (+2 eff.) On-Hit 7 fire Damage +4% fire defense ------ Armor +2 Resistance +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ On-Hit 6 temporal On-Ranged-Hit 6 temporal Damage +3% temporal Accuracy +10 (+3 eff.) defense ------ Armor +1 Resistance +6% temporal 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. |
Brass Goggles (10 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +5 (+1 eff.) Accuracy +20 (+5 eff.) Ignore Armor +15 defense ------ Defense +10 (+2 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Crown of Burning Pain (8 def, 0 armour)4.0 Encumbrance T3 head armor [Unique] Arcane While equipped: Stats +3 Cun +3 Wil offense ------ Damage +20% fire defense ------ Defense +8 (+2 eff.) Fatigue +4% Resistance +20% fire Meteor Rain: Effective talent level: 2.0 Power cost 38 out of 50/50. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 155.56 fire and 102.97 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Glowwrither the rough leather hat (0 def, 5 armour) =WATER BREATHING=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Con offense ------ Ignore resists +5% light defense ------ Armor +5 Fatigue +1% Resistance +6% cold Physical save +3 (+1 eff.) Unlife -80.00 life other ------- Breathe water A hat made of leather. Very stylish. |
Samalathandur the Arcnoon (0 def, 5 armour)2.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats +5 Con offense ------ Critical power +24.94% Physical Power +15 (+3 eff.) Mindpower +25 (+5 eff.) Damage +12% lightning When Hit 10 mind defense ------ Armor +5 Fatigue +5% Resistance +19% cold other ------- EQ when Hit +0.20 Max stamina +37.41 Max hate +12.47 Breathe water A hat made of leather. Very stylish. |
Smoldernull (1 def, 0 armour) =10 FIRE PEN=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% acid Ignore resists +10% fire defense ------ Defense +1 (+0 eff.) Resistance +16% acid Teleport Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A pointy cloth hat, very wizardly... |
stabilizing iron helm of constitution (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% Physical save +10 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nerilaith (0 def, 19 armour, 17-20 power, 82 block)7.0 Encumbrance T2 shield armor [Rare] Arcane When used to Attack: Weapon Damage 17.0 - 20.4 Physical Uses 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +82 On-hit +13 lightning While equipped: Stats +3 Dex offense ------ When Hit 7 lightning defense ------ Armor +19 Fatigue +8% Resistance +12% lightning Life +100.00 Disarm Resist +20% other ------- Talents +1 Block Handheld deflection devices. |
Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)7.0 Encumbrance T4 shield armor [Unique] Arcane When used to Attack: Weapon Damage 40.0 - 48.0 Physical Uses 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +180 While equipped: offense ------ On shield block: * 30% chance of petrifying the attacker. defense ------ Armor +25 Defense +5 (+1 eff.) Ranged Defense +10 (+2 eff.) Fatigue +12% Resistance +10% acid +10% physical +10% lightning +10% fire other ------- Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 50.0 - 60.0 Temporal Uses 100% Cun, 20% Mag Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +325 On Hit: 25% Turn Back the Clock level 3 While equipped: offense ------ Spellpower +12 (+3 eff.) defense ------ Armor +4 Defense +8 (+2 eff.) Ranged Defense +10 (+2 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+7 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. |
5 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
492 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. |
9 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 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. |
16 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. |
9 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Growthfurnace (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Damage +6% acid +3% nature +3% light Ignore resists +20% light defense ------ Resistance +3% nature Life +20.00 other ------- Max stamina +16.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
12 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Qog's Essentials2.0 Encumbrance T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 30 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
Stimulus2.0 Encumbrance T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun defense ------ Defense +12 (+3 eff.) Physical save +15 (+4 eff.) Spell save +15 (+5 eff.) Mind save +15 (+5 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 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 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.(141 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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)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)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)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 Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 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. |
39 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. |
4 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire 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. |
7 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. |
4 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)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. |
simple frost salve [power 13] simple frost salve [power 13]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 159] simple healing salve [power 159]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 159 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
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. |
acidic pouch of dwarven-steel shots of paradox (17/17, 34-41 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego] Arcane Weapon Damage 34.5 - 41.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 17 On-ranged-hit +7 temporal On Hit: * 5% chance to gain 10% of a turn (3/turn limit) On Critical: * Splash the target with acid dealing 188 damage over 5 turns and reducing armor and accuracy by 24 Shots are used with slings to pummel your foes to death. |
barbed pouch of steel shots (20/20, 26-32 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego+] Master Weapon Damage 26.5 - 31.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +9.5% Capacity 20 On Critical: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots of crippling (23/23, 55-66 power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego++] Master Weapon Damage 55.0 - 66.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +22.5% Capacity 23 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
dwarven steel kinetic stabiliser0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Physical save +9 (+2 eff.) Pinning Resist +15% Knockbk Resist +15% Teleport Resist +100% Tinkers can be attached to normal items to improve them with steam power! |
steel armour reinforcement0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +2 Hardiness +20% Fatigue +4% Tinkers can be attached to normal items to improve them with steam power! |
steel crystal plating0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Tinkers can be attached to normal items to improve them with steam power! |
steel rocket boots0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +2 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
well-made thunderclap coating0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On-Hit, radius 1 +60 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
well-made waterproof coating0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +15% nature +15% cold Tinkers can be attached to normal items to improve them with steam power! |
extending steel torque of gale force [power 165] (4/15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 229 physical damage Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 165] (4/15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 195 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast [power 385] (4/15 cooldown)2.0 Encumbrance T5 torque charm [Ego] Psionic Blast the opponent's mind dealing 454 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Daybile [power 476] (4/15 cooldown) =BIG HEAL ALLY=2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: offense ------ Damage +15% light +15% blight When Hit 10 blight defense ------ Resistance +12% light other ------- Light +3 Heal yourself and all friendly characters within 10 spaces for 476 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
16 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. |
Guneruigrim the Shineborn [power 194] (4/20 cooldown) =SHIELD ALLY=2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +15% light When Hit 8 fire defense ------ Resistance +9% light +9% fire other ------- Light +2 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 cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending yew wand of shielding [power 260] (4/20 cooldown) =SHIELD ALLY=2.0 Encumbrance T3 wand charm [Ego] Arcane Create a shield absorbing up to 260 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 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful yew wand of conjuration [power 255] (4/15 cooldown)2.0 Encumbrance T3 wand charm [Ego+] Arcane Fire a magical bolt dealing 536 fire damage Puts all charms on 15 turn cooldown 100% to increase all damage by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing elm wand of shielding [power 116] (4/20 cooldown) =SHIELD ALLY=2.0 Encumbrance T1 wand charm [Ego] Arcane 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 33. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elm wand of conjuration [power 135] (4/19 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 184 acid damage Puts all charms on 19 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Glowing Core1.0 Encumbrance T4 white gem [Unique] Arcane While equipped: Resistance +50% light +50% fire Affinity +20% light +20% fire Blind Resist +100% See Invisibility +20 While carried: Light +2 Item imbue powers: Resistance +50% light +50% fire Affinity +20% light +20% fire Blind Resist +100% Light +4 See Invisibility +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
8 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. |
8 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 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. |
4 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. |
9 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. |
11 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 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 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. |
dwarven steel grounding strap0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +18% lightning Stun Resist +30% Tinkers can be attached to normal items to improve them with steam power! |
stralite kinetic stabiliser0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Physical save +12 (+3 eff.) Pinning Resist +20% Knockbk Resist +20% Teleport Resist +100% Tinkers can be attached to normal items to improve them with steam power! |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Steve the Shalore Annihilator level 35
17th Pyre 123rd year of Ascendancy at 09:59 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Steve the Shalore Annihilator level 32
68th Regrowth 123rd year of Ascendancy at 20:50 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Steve the Shalore Annihilator level 42
71st Dusk 123rd year of Ascendancy at 17:33 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Steve the Shalore Annihilator level 37
36th Pyre 123rd year of Ascendancy at 14:44 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Steve the Shalore Annihilator level 12
23rd Dusk 122nd year of Ascendancy at 21:10 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Steve the Shalore Annihilator level 36
33rd Pyre 123rd year of Ascendancy at 12:22 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Steve the Shalore Annihilator level 37
34th Pyre 123rd year of Ascendancy at 17:52 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Steve the Shalore Annihilator level 35
8th Pyre 123rd year of Ascendancy at 02:39 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Steve the Shalore Annihilator level 19
25th Haze 122nd year of Ascendancy at 19:09 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Steve the Shalore Annihilator level 49
45th Pyre 124th year of Ascendancy at 13:23 see stats
Guiding Hand (Nightmare (Adventure) difficulty)
Saved all escorted adventurers.By Steve the Shalore Annihilator level 30
62nd Regrowth 123rd year of Ascendancy at 18:54 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Steve the Shalore Annihilator level 21
32nd Haze 122nd year of Ascendancy at 03:24 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Steve the Shalore Annihilator level 10
10th Dusk 122nd year of Ascendancy at 10:06 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Steve the Shalore Annihilator level 20
28th Haze 122nd year of Ascendancy at 00:40 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Steve the Shalore Annihilator level 30
62nd Regrowth 123rd year of Ascendancy at 18:22 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Steve the Shalore Annihilator level 40
21st Dusk 123rd year of Ascendancy at 06:27 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Steve the Shalore Annihilator level 50
45th Pyre 124th year of Ascendancy at 13:23 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Steve the Shalore Annihilator level 49
44th Pyre 124th year of Ascendancy at 11:43 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Steve the Shalore Annihilator level 21
48th Haze 122nd year of Ascendancy at 21:23 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Steve the Shalore Annihilator level 35
31st Pyre 123rd year of Ascendancy at 15:26 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Steve the Shalore Annihilator level 16
11st Haze 122nd year of Ascendancy at 10:41 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Steve the Shalore Annihilator level 37
33rd Pyre 123rd year of Ascendancy at 14:50 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Steve the Shalore Annihilator level 10
11st Dusk 122nd year of Ascendancy at 14:06 see stats
The Old Ones (Nightmare (Adventure) difficulty)
Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By Steve the Shalore Annihilator level 43
71st Regrowth 124th year of Ascendancy at 09:04 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Steve the Shalore Annihilator level 46
32nd Pyre 124th year of Ascendancy at 22:02 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Steve the Shalore Annihilator level 10
12nd Dusk 122nd year of Ascendancy at 23:56 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Steve the Shalore Annihilator level 38
9th Flare 123rd year of Ascendancy at 04:21 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Steve the Shalore Annihilator level 26
3rd Regrowth 123rd year of Ascendancy at 02:54 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Steve the Shalore Annihilator level 17
13rd Haze 122nd year of Ascendancy at 17:21 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Steve the Shalore Annihilator level 50
2nd Flare 124th year of Ascendancy at 20:53 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Steve the Shalore Annihilator level 31
67th Regrowth 123rd year of Ascendancy at 19:17 see stats
Log
Elandar hits High Sun Paladin Aeryn for 494 fire damage.
High Sun Paladin Aeryn receives 9 healing from Shield of Light.
Steve shoots!
Elandar stops bleeding.
Elandar stops burning.
Deep Wound from Steve hits Elandar for (40 absorbed), 0 physical (0 total damage).
Steve's Shoot performs a ranged critical strike against Elandar!
Steve's Shoot hits Elandar for (153 absorbed), 0 physical, (9 absorbed), 0 light, (2 absorbed), 0 blight, (41 absorbed), 0 fire, (1 absorbed), 0 mind, (3 absorbed), 0 cold, (1 absorbed), 0 blight, (45 absorbed), 0 fire, (2 absorbed), 0 cold (0 total damage).
Steve receives 68 healing from Blood Splash.
Elandar casts Manathrust.
Elandar's spell attains critical power!
Elandar hits Steve for 741 arcane damage.
Steve HEALS from fire damage!
Burning Shock from Elandar hits Steve for 46 fire, 37 healing (46 total damage) [37 healing].
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Steve casts Rune: Blink.
Steve is out of phase.
Elandar casts Lightning.
Elandar's spell attains critical power!
An entity appears through the portal!
Elandar hits Steve for 543 lightning damage.
Deep Wound from Steve hits Elandar for (18 absorbed), 0 physical (0 total damage).
Elandar casts Starfall.
Elandar's spell attains critical power!
Elandar hits Steve for 201 darkness damage.
Steve the level 50 shalore annihilator was swallowed by the void to death by a Elandar on level 11 of High Peak.

















































































































































































