















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Sawbutcher |
| Level / Exp | 50 / 2152% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 118 (base 60) |
| Dexterity | 83 (base 60) |
| Constitution | 33 (base 29) |
| Magic | 17 (base 10) |
| Willpower | 31 (base 10) |
| Cunning | 107 (base 60) |
Resources
| Psi | 121/121 |
| Life | 1876/1876 |
| Positive | 177/177 |
| Stamina | 290/290 |
| Steam | 100/100 |
| Healing Factor | 1.3689294477287 |
| Regeneration | 33.56728805047 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +480.3979609098% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 13 |
| Infravision | 9 |
Offense: Mainhand
| Damage | 137 |
| Accuracy | 77 |
| Crit Chance | 93% |
| APR | 59 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 58% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +70% |
| Lightning | +41% |
| Nature | +10% |
| Temporal | +41% |
| Fire | +83% |
| Arcane | +41% |
| Cold | +66% |
| All | +4% |
Offense: Damage Penetration
| Physical | +52% |
| Fire | +50% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 50 (30%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 54 |
| Spell Save | 42 |
| Mental Save | 59 |
Defense: Resistances
| Physical | + 51%( 70%) |
| Cold | + 47%( 70%) |
| All | + 30%( 70%) |
| Darkness | + 50%( 70%) |
| Light | + 47%( 70%) |
| Temporal | + 34%( 70%) |
| Mind | + 37%( 70%) |
| Fire | + 48%( 70%) |
| Lightning | + 51%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 50% |
| Poison Resistance | 10% |
| Blind Resistance | 100% |
| Silence Resistance | 50% |
| Bleed Resistance | 43% |
| Disarm Resistance | 50% |
| Pinning Resistance | 32% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 62% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.8 steam per turn. Can be activated for an instant burst of 99 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 172% efficiency and cooldown mod of 53%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 226% efficiency and cooldown mod of 66%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1117% 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 Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.40 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Steamtech / Chemistry | 1.40 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Furnace |
| talent | Tempest of Metal |
| talent | Saw Wheels |
| talent | Trained Reactions |
| talent | Overheat Saws |
| talent | Mow Down |
| talent | Chant of Fortitude |
| talent | Grinding Shield |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | undeterred pair of drakeskin leather boots (0 def, 5 armour) 2.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: defense ------ Armor +5 Silence Resist +50% Confus Resist +50% Stun Resist +50% other ------- Talents +5 Rocket Boots A pair of boots made of leather. |
| Light source | nightwalker's dwarven lantern of illusion1.0 Encumbrance T5 lite [Ego++] Nature/Psionic While equipped: Stats +5 Wil offense ------ Physical Crit +5.0% Critical power +17.00% Physical Power +9 (+2 eff.) defense ------ Defense +10 (+3 eff.) Physical save +14 (+5 eff.) Spell save +13 (+5 eff.) Mind save +18 (+4 eff.) other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | 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 +45 (+9 eff.) Ignore Armor +15 defense ------ Defense +10 (+3 eff.) Resistance +20% fire Blind Resist +100% other ------- Light +7 Infravision +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
| Tool | Mathel [power 475] (15 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: Stats +9 Dex offense ------ Physical Crit +3.0% Critical power +21.35% Ignore resists +27% physical Accuracy +15 (+3 eff.) defense ------ Resistance +9% light Spell save +9 (+3 eff.) Life Regen +4.27 Cut Resist +21% Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 807 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 60% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+4 eff.) Spell save +10 (+4 eff.) Mind save +10 (+2 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. |
| On fingers | Wheel of Fate0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Damage +17% physical defense ------ Armor +8 Resistance +3% cold +17% physical +3% fire Physical save +12 (+4 eff.) Mind save +6 (+1 eff.) Life +143.00 Life Regen +20.00 Healmod +19% Cut Resist +22% Disarm Resist +50% Pinning Resist +32% Knockbk Resist +42% Can be unequipped or rerolled. 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? |
| Around waist | balancing drakeskin leather belt of burglary 1.0 Encumbrance T5 belt armor [Ego++] Master While equipped: Stats +10 Dex +12 Cun +9 Lck offense ------ Physical Crit +15.0% Mind Crit +12% defense ------ Stealth +15 other ------- Disarm Traps +30 Infravision +6 A belt that goes around your waist. |
| In main hand | Razorlock (25-38 power, 44 apr) 3.0 Encumbrance T5 steamsaw 2H weapon [Unique] Steamtech Weapon Damage 25.0 - 37.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +44 Critical Rate +25.0% Attack Speed 100% Block +150 Recursive +2 Uses 1.0 Steam While equipped: defense ------ Armor +10 Defense +11 (+4 eff.) Fatigue +13% other ------- Talents +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
| On hands | Urodontir (0 def, 7 armour) 1.5 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex +3 Cun offense ------ On-Hit 15 cold Damage +10% cold defense ------ Armor +7 Fatigue +5% Resistance +6% temporal +8% cold +3% fire Physical save +12 (+4 eff.) Mind save +9 (+2 eff.) Life +57.00 Poison Resist +10% Knockbk Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Talents +5 Spring Grapple Cooldown Double Strike -1 Unarmed combat: Weapon Damage 33.5 - 46.9 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +17 Ignore Armor +15 Critical Rate +20.0% Attack Speed 83% On-crit, radius 2 +9 ice On Hit: 10% Ice Breath 5 On Hit: 10% Battle Shout 5 On Hit: 10% Set Up 5 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Galen's Flowing Robe (0 def, 20 armour) 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun offense ------ Spell Crit +12% Spellpower +35 (+13 eff.) Damage +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical When Hit 50 physical defense ------ Armor +20 Fatigue +1% Resistance +15% all other ------- Mana/turn +2.00 Max mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
| Cloak | Guise of the Hated (14 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun offense ------ Physical Crit +10.0% Mind Crit +10% Mindpower +20 (+6 eff.) On-Hit 30 mind 30 darkness Damage +4% all When Hit 30 mind 30 darkness defense ------ Defense +14 (+5 eff.) Resistance +30% lightning +10% darkness +10% mind Mind save +10 (+2 eff.) Stealth +12 Stun Resist +50% other ------- Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
| Around neck | Faliroddandil the Torchhunger0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +15% cold +6% nature +30% fire Ignore resists +25% fire When Hit 6 nature defense ------ Resistance +15% light +18% darkness Blind Resist +28% Amulets make your neck look great! |
Inventory
wild infusion (res 17%; magical, physical; dur 3; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 23%; mental; dur 2; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Prismatic Rune (6 turns; physical, blight, fire, arcane, nature)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 4 blight, 4 fire, 4 arcane, 3 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the titan (damage 110; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 109.82 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the warrior (damage 547; dur 4; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 547.14 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
blink rune of the warrior (range 8; phase 26; cd 17)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 26%, your defense is increased by 26 and all your resistances by 26%. 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. |
shatter afflictions rune (absorb 101; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 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 101 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. |
shielding rune of the warrior (absorb 600; 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 600 damage for 3 turns. 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. |
stormshield rune (threshold 0; blocks 4; dur 4; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 151; cd 11)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 151 with a minimum range of 15. 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. |
schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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: 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: 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. |
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. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Gardanion, the Light of God0.1 Encumbrance T5 amulet jewelry [Unique] Unknown While equipped: offense ------ Physical Power +40 (+10 eff.) Steampower +40 (+9 eff.) Spellpower +40 (+14 eff.) Mindpower +40 (+13 eff.) May understand old Sher'Tul language. When worn, gives you an additional prodigy point. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
Sunstone0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+2 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (136). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
archmage's voratun amulet of manastreaming0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane While equipped: Stats +7 Mag offense ------ Spell Crit +5% Spellpower +5 (+2 eff.) Spellpower/crit +4 Damage +6% acid +5% fire +4% cold +6% lightning other ------- Mana/turn +0.34 Max mana +35.00 Amulets make your neck look great! |
gold amulet 'Dawnvein'0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +11 Lck offense ------ Damage +15% light Accuracy +13 (+3 eff.) defense ------ Defense +11 (+4 eff.) Resistance +3% light +6% darkness +5% arcane +6% nature Spell save +15 (+5 eff.) Resist unseen 14% other ------- Light +3 Amulets make your neck look great! |
Aerivea0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: offense ------ Damage +12% darkness Ignore Shields +30% On-Hit (Melee): * 10% chance to reduce armor by 30% defense ------ Resistance +24% darkness Spell save +3 (+1 eff.) Mind save +8 (+2 eff.) Life +21.00 Disarm Resist +28% Confus Resist +32% Pinning Resist +22% Knockbk Resist +27% other ------- Max mana +20.00 Rings make your fingers look great! |
Alyneg the Kindleward0.1 Encumbrance T5 ring jewelry [Rare] Arcane While equipped: Stats +15 Str +7 Con offense ------ Damage +20% darkness +15% lightning Ignore resists +20% light defense ------ Armor +12 Resistance +40% darkness Crit Resistance 19.84% Unlife -105.83 life Disarm Resist +26% other ------- Light +4 Rings make your fingers look great! |
Exiler0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spellpower +10 (+4 eff.) On-Hit 15 temporal Damage +15% temporal +10% physical defense ------ Resistance +15% temporal Anomaly Control +10 other ------- Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 95.46 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Islema0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: Stats +3 Str +7 Mag +7 Cun offense ------ Physical Power +20 (+5 eff.) defense ------ Physical save +15 (+5 eff.) Mind save +15 (+4 eff.) Confus Resist +50% other ------- Infravision +3 Rings make your fingers look great! |
Mnemonic0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+4 eff.) defense ------ Resistance +25% mind Mind save +20 (+5 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Pustrail0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +5 Dex offense ------ Damage +18% temporal +15% nature +18% cold Ignore resists +15% nature +20% cold Accuracy +10 (+2 eff.) When Hit 4 nature On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Rings make your fingers look great! |
Ragyrelach0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +2 Dex offense ------ Accuracy +20 (+4 eff.) Ignore Armor +6 defense ------ Armor +4 Defense +30 (+9 eff.) Resistance +2% physical Mind save +11 (+3 eff.) Unlife -80.00 life Confus Resist +38% other ------- Light +2 Rings make your fingers look great! |
Ring of Lost Love0.1 Encumbrance T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil defense ------ Resistance +25% mind You feel something is very wrong with this ring. Summon Crimson Paladin John. Uses 80 power out of 100/100 This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
The Black Ring0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +3% defense ------ Spell save +7 (+3 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 19.75 cold and 20.21 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Vileworth the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +8 Str offense ------ Physical Power +20 (+5 eff.) Accuracy +20 (+4 eff.) defense ------ Armor +14 Defense +20 (+6 eff.) Resistance +9% nature Life +65.00 Life Regen +14.00 Healmod +16% Rings make your fingers look great! |
conjurer's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +7 (+3 eff.) defense ------ Life +24.00 Disarm Resist +20% Pinning Resist +24% Knockbk Resist +25% Rings make your fingers look great! |
copper ring of light (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% light defense ------ Resistance +22% light Rings make your fingers look great! |
painweaver's stralite ring of sensing0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Master While equipped: offense ------ Physical Power +12 (+3 eff.) Spellpower +12 (+5 eff.) Mindpower +9 (+3 eff.) Damage +6% all defense ------ Blind Resist +34% other ------- Infravision +4 See Stealth +13 See Invis +14 Rings make your fingers look great! |
pixie's voratun ring of tenacity0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Cun +7 Mag offense ------ Spellpower +10 (+4 eff.) defense ------ Life +50.00 Disarm Resist +44% Pinning Resist +33% Knockbk Resist +50% Rings make your fingers look great! |
pixie's voratun ring of warding0.1 Encumbrance T5 ring jewelry [Ego++] Arcane While equipped: Stats +3 Cun +5 Mag offense ------ Spellpower +6 (+3 eff.) defense ------ Resistance +25% acid +15% fire +21% lightning +23% cold Rings make your fingers look great! |
psionicist's gold ring of light (+20%)0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Damage +10% light defense ------ Resistance +20% light Mind save +8 (+2 eff.) Rings make your fingers look great! |
savage's gold ring of blight (+16%)0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Con offense ------ Damage +16% blight defense ------ Resistance +16% blight Spell save +13 (+5 eff.) other ------- Max stamina +13.00 Rings make your fingers look great! |
sneakthief's voratun ring0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +5 Dex offense ------ Accuracy +9 (+2 eff.) Rings make your fingers look great! |
steel ring 'Glintnigh'0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Cun +4 Dex offense ------ Critical power +20.00% Damage +6% light Accuracy +8 (+2 eff.) other ------- Equi when Hit +0.24 Max psi +20.00 Rings make your fingers look great! |
steel ring 'Skyhunger'0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Dex +2 Mag +6 Cun offense ------ Spellpower +10 (+4 eff.) Spellpower/crit +8 Damage +3% darkness +12% lightning Accuracy +7 (+1 eff.) defense ------ Spell save +12 (+4 eff.) Rings make your fingers look great! |
stralite ring 'Delodil'0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +6 Wil +6 Cun offense ------ Mindpower +9 (+3 eff.) Damage +9% arcane When Hit 6 arcane defense ------ Armor +12 Resistance +6% mind +5% arcane Life +66.00 Life Regen +17.00 Healmod +18% Rings make your fingers look great! |
treant's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Accuracy +9 (+2 eff.) Ignore Armor +8 defense ------ Defense +7 (+2 eff.) Resistance +6% nature +8% blight Poison Resist +13% Disease Resist +13% Disengage: Puts all charms on 10 cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
wizard's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Life +24.00 Disarm Resist +20% Pinning Resist +24% Knockbk Resist +22% Rings make your fingers look great! |
enhanced stralite greatsword of enduring (49-78 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego++] Nature Weapon Damage 49.0 - 78.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +10 Str +12 Dex +7 Mag +23 Wil +7 Cun +25 Con defense ------ Life +65.00 Massive two-handed swords. |
Cyranne the stralite longsword (56-78 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Rare] Master Weapon Damage 55.5 - 77.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +20 blight While equipped: offense ------ Critical power +15.00% Accuracy +20 (+4 eff.) Ignore Armor +5 defense ------ Mind save +15 (+4 eff.) Unlife -80.00 life Sharp, long, and deadly. |
Floeire the stralite longsword (34-48 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Rare] Arcane Weapon Damage 34.0 - 47.6 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +16 temporal On Crit: * Splash the target with acid dealing 104 damage over 5 turns and reducing armor and accuracy by 13 While equipped: Stats +3 Str +4 Dex offense ------ Ignore resists +25% temporal +20% cold Accuracy +30 (+6 eff.) defense ------ Armor +6 Resistance +12% cold Sharp, long, and deadly. |
Twilight's Edge (47-66 power, 7 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane Weapon Damage 47.0 - 65.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +12.0% Attack Speed 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Mag +4 Cun offense ------ Spell Crit +4% Spellpower +12 (+5 eff.) Damage +18% darkness +18% light other ------- Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
truestriking voratun longsword of ruin (45-63 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego++] Master Weapon Damage 45.0 - 63.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +13.0% Critical power +17.00% Ignore resists +10% physical Accuracy +25 (+5 eff.) Ignore Armor +26 Sharp, long, and deadly. |
dwarven-steel mace 'Bethakira' (28-38 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Rare] Arcane Weapon Damage 27.5 - 38.5 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: * Create an explosion dealing 62 cold damage (1/turn) While equipped: Stats +3 Str offense ------ Damage +6% acid +20% cold Ignore resists +18% cold When Hit 10 acid 4 blight defense ------ Resistance +3% physical other ------- Infravision +3 Blunt and deadly. |
truestriking steel mace of crippling (15-21 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego++] Master Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% Ignore resists +7% physical Accuracy +9 (+2 eff.) Ignore Armor +6 Blunt and deadly. |
truestriking steel mace of massacre (21-29 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego+] Master Weapon Damage 21.0 - 29.4 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Ignore resists +6% physical Accuracy +7 (+1 eff.) Ignore Armor +6 Blunt and deadly. |
Brilliant Auto-loading Orc Expeller4.0 Encumbrance T3 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Against +15% Humanoid +15% Giant other ------- Reload +1 Cooldown Supercharge Bullets -3 Overheat Bullets -3 Percussive Bullets -3 Combustive Bullets -3 A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
The Long-Arm4.0 Encumbrance T5 steamgun 2H weapon Reqs Shoot [Unique] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +25 Attack Speed 67% Damage Multiplier 250% Range +10 Projectile Speed +600% Shoots beams through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 20 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
The Shotgonne9.0 Encumbrance T5 steamgun 2H weapon Reqs Shoot [Unique] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Damage Multiplier 125% Range +6 Projectile Speed +600% Uses 4.0 Steam When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target. This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death. It also seems to have been carefully balanced to work like a dual gun set. |
Dethzaw (40-60 power, 27 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Unique] Arcane/Steamtech Weapon Damage 40.0 - 60.0 Fire Uses 110% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +27 Critical Rate +6.0% Attack Speed 100% Block +80 On Crit: * deal a melee attack against all other enemies in a circle around you Uses 1.0 Steam While equipped: Stats +8 Cun +10 Str defense ------ Armor +15 Defense +12 (+4 eff.) Fatigue +9% other ------- Talents +3 Block Masteries +0.30 Steamtech/Sawmaiming Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him. His naming skills have not improved. |
Heartrend (29-43 power, 19 apr)3.0 Encumbrance T4 steamsaw 1H weapon [Unique] Steamtech Weapon Damage 28.8 - 43.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +19 Critical Rate +9.0% Attack Speed 107% Block +50 Lifesteal +1% On Hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Uses 1.0 Steam While equipped: defense ------ Armor +10 Defense +8 (+3 eff.) Fatigue +9% other ------- Talents +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
Lustrebreaker (40-59 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Weapon Damage 39.5 - 59.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +102 On-hit +4 light +24 cold On-Hit, radius 1 +8 light Uses 1.0 Steam While equipped: Stats +5 Dex offense ------ Combat Speed +10% Accuracy +25 (+5 eff.) Ignore Armor +4 On shield block: * Cause enemies within radius 6 to bleed for 263 physical damage over 5 turns (1/turn) defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Physical save +3 (+1 eff.) 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! |
Ramroller (44-66 power, 24 apr)3.0 Encumbrance T5 steamsaw 2H weapon [Unique] Steamtech Weapon Damage 44.0 - 66.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% Block +180 Uses 1.0 Steam While equipped: offense ------ Move Speed +2% defense ------ Armor +19 Defense +14 (+5 eff.) other ------- Talents +5 Block Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!" |
Shadeviper the voratun steamsaw (40-60 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Rare] Nature/Steamtech Weapon Damage 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +93 On-Hit, radius 1 +20 mind On Hit: * 20% chance to reduce all saves and defense by 30 * 20% chance to reduce damage dealt by 24% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Mindpower +20 (+6 eff.) Damage +21% darkness defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Life +89.00 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! |
Smearking (42-62 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Weapon Damage 41.5 - 62.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +92 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Str +5 Wil offense ------ Physical Crit +12.0% Damage +9% nature +13% physical Accuracy +21 (+4 eff.) On shield block: * Deals 165 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Resistance +21% acid +16% cold +3% darkness +6% lightning 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! |
The Twisted Blade (50-75 power, 24 apr)3.0 Encumbrance T5 steamsaw 2H weapon [Unique] Unknown/Steamtech Weapon Damage 50.0 - 75.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% Block +150 Lifesteal +10% On Kill: * Fully heal yourself. (15 turn cooldown) Uses 1.0 Steam While equipped: defense ------ Armor +18 Defense +14 (+5 eff.) Fatigue +15% other ------- Talents +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... |
Torchmaim (40-59 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Weapon Damage 39.5 - 59.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +93 On-hit +8 fire Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Con offense ------ Physical Power +15 (+4 eff.) Ignore resists +26% physical Accuracy +21 (+4 eff.) Ignore Armor +15 defense ------ Armor +6 Defense +20 (+6 eff.) Fatigue +12% Resistance +9% fire Spell save +18 (+6 eff.) Disarm Resist +35% Stun Resist +10% Teleport Resist +20% Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% other ------- Wards +8 lightning +8 temporal +8 darkness +8 fire +8 nature +8 blight +8 cold +7 arcane +8 light Talents +1 Ward +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 voratun steamsaw of evisceration (40-59 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Weapon Damage 39.5 - 59.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +90 On-hit +27 cold On Crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: offense ------ Physical Crit +5.0% Physical Power +11 (+3 eff.) defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% 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! |
coruscating voratun steamsaw of shearing (42-63 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Weapon Damage 42.0 - 63.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +92 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Str offense ------ Ignore resists +8% all Accuracy +12 (+2 eff.) Ignore Armor +9 When Hit 7 fire defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Resistance +11% fire 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! |
truestriking voratun steamsaw of evisceration (42-62 power, 20 apr) 3.0 Encumbrance T5 steamsaw 1H weapon [Ego++] Master/Steamtech Weapon Damage 41.5 - 62.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +25.0% Attack Speed 100% Block +112 On Crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: offense ------ Physical Crit +12.0% Physical Power +10 (+2 eff.) Ignore resists +10% physical Accuracy +16 (+3 eff.) Ignore Armor +11 defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% 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! |
truestriking voratun steamsaw of massacre (49-74 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Ego+] Master/Steamtech Weapon Damage 49.0 - 73.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +99 Uses 1.0 Steam While equipped: offense ------ Ignore resists +5% physical Accuracy +15 (+3 eff.) Ignore Armor +9 defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% 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! |
voratun steamsaw 'Beluwyn' (54-81 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Random Unique] Master/Steamtech Weapon Damage 54.0 - 81.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +103 On-hit +4 mind Uses 1.0 Steam While equipped: Stats +11 Str +6 Con offense ------ Physical Power +13 (+3 eff.) Damage +13% physical Ignore resists +20% mind +15% physical Accuracy +26 (+5 eff.) On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Resistance +3% acid +9% temporal Disarm Resist +28% 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! |
voratun steamsaw of crippling (40-59 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Ego+] Master/Steamtech Weapon Damage 39.5 - 59.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +110 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: offense ------ Physical Crit +10.0% defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% 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! |
Zubugatha the stralite waraxe (42-59 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 42.0 - 58.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-Hit, radius 1 +13 fire While equipped: Stats +2 Dex +7 Con offense ------ Physical Crit +1.0% Physical Power +7 (+2 eff.) Damage +9% blight Ignore resists +8% physical defense ------ Physical save +9 (+3 eff.) Disarm Resist +16% One-handed war axes. |
blazebringer's voratun waraxe of ruin (39-55 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Nature/Master Weapon Damage 39.0 - 54.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +84 fire While equipped: offense ------ Physical Crit +8.0% Critical power +32.00% Global Speed +6% Ignore resists +16% fire Ignore Armor +11 One-handed war axes. |
blazebringer's voratun waraxe of ruin (42-59 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Nature/Master Weapon Damage 42.0 - 58.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +54 fire While equipped: offense ------ Physical Crit +8.0% Critical power +24.00% Global Speed +6% Ignore resists +12% fire Ignore Armor +7 One-handed war axes. |
stormbringer's stralite waraxe of crippling (32-45 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego++] Nature/Master Weapon Damage 32.0 - 44.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-crit, radius 2 +25 lightning +25 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Move Speed +44% Ignore resists +15% lightning +10% cold One-handed war axes. |
stormbringer's stralite waraxe of ruin (30-42 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego++] Nature/Master Weapon Damage 30.0 - 42.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-crit, radius 2 +35 lightning +20 cold While equipped: offense ------ Physical Crit +9.0% Critical power +22.00% Move Speed +30% Ignore resists +16% lightning +17% cold Ignore Armor +13 One-handed war axes. |
truestriking voratun waraxe of crippling (40-57 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Master Weapon Damage 40.5 - 56.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Ignore resists +12% physical Accuracy +12 (+2 eff.) Ignore Armor +10 One-handed war axes. |
voratun waraxe 'Ragyregokath' (40-57 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Nature/Master Weapon Damage 40.5 - 56.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +20 nature While equipped: Stats +3 Str offense ------ Physical Crit +14.0% Critical power +35.00% Damage +12% arcane Ignore resists +15% temporal +10% all Accuracy +21 (+4 eff.) Ignore Armor +28 defense ------ Resistance +5% arcane Crit Resistance 15.00% One-handed war axes. |
Girdle of Preservation1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save +15 (+4 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Grinydutar the Tidespar1.0 Encumbrance T5 belt armor [Random Unique] Nature While equipped: offense ------ Damage +3% temporal When Hit 8 cold defense ------ Resistance +10% acid +22% temporal +9% fire +9% cold +25% lightning Life +53.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A belt that goes around your waist. |
Smoldermark the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +2 Con offense ------ Physical Crit +11.0% Critical power +9.00% Physical Power +5 (+1 eff.) Damage +6% physical Ignore resists +25% acid +10% fire defense ------ Resistance +2% physical other ------- Max stamina +30.00 A belt that goes around your waist. |
ravager's drakeskin leather belt of unlife1.0 Encumbrance T5 belt armor [Ego++] Arcane/Master While equipped: offense ------ Damage +16% physical Ignore resists +9% physical defense ------ Resistance +9% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Cloak of Daggers (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun offense ------ Physical Power +5 (+1 eff.) defense ------ Defense +10 (+3 eff.) Physical save +10 (+4 eff.) Has a 50% chance each turn to slash an adjacent enemy for 341 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Cloth of Dreams (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Defense +10 (+3 eff.) Resistance +15% mind Physical save +10 (+4 eff.) Spell save +10 (+4 eff.) Mind save +10 (+2 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 3.0 Power cost 10 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 49 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Destala's Scales (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun offense ------ Mindpower +6 (+2 eff.) Damage +15% acid Ignore resists +10% acid defense ------ Defense +10 (+3 eff.) other ------- Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Frozen Shroud (12 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag offense ------ Damage +25% cold When Hit 60 ice defense ------ Defense +12 (+4 eff.) Resistance +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 209.16 cold damage and condensing the air into freezing vapors that deal 69.72 cold damage (based on Magic) each turn for 10 turns. Uses 30 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Muckwend (37 def, 0 armour)2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: offense ------ Critical power +30.00% Accuracy +15 (+3 eff.) Ignore Armor +15 On-Hit (Melee): * 23% chance to slow global speed by 57% defense ------ Defense +37 (+11 eff.) Resistance +9% light +9% acid Spell save +21 (+7 eff.) Mind save +21 (+5 eff.) Stealth +14 Unlife -91.21 life Life +114.02 Life Regen +4.56 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Lightningbait' (3 def, 8 armour)2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: Stats +4 Cun +4 Dex offense ------ Damage +18% lightning +18% temporal Ignore resists +30% acid defense ------ Armor +8 Defense +3 (+1 eff.) Resistance +18% blight +9% mind +9% light Physical save +15 (+5 eff.) Spell save +9 (+3 eff.) Life +60.00 Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal elven-silk cloak of the voidstalker (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego+] Arcane/Psionic While equipped: Stats +3 Wil defense ------ Defense +3 (+1 eff.) Resistance +22% darkness +15% temporal Mind save +12 (+3 eff.) Out-of-Phase Defense +18 Out-of-Phase Resistance +13% Out-of-Phase Resilience +18% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Firewalker (15 def, 2 armour)2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+5 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+5 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+4 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 82.91 to 103.64 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 0 physical 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+4 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. |
ancient elven-silk robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +6 Mag +5 Wil offense ------ Spellpower +19 (+7 eff.) Spellpower/crit +5 Damage +15% temporal +20% physical Ignore resists +12% temporal +13% physical defense ------ Resistance +15% all Anomaly Control +13 Silence Resist +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient elven-silk robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +5 Wil +15 Mag offense ------ Spellpower +10 (+4 eff.) Spellpower/crit +5 Damage +21% temporal +23% physical Ignore resists +13% temporal +13% physical defense ------ Resistance +15% all Anomaly Control +13 Silence Resist +43% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient elven-silk robe of corrosion (+30%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane/Nature While equipped: Stats +8 Mag offense ------ Damage +20% acid +19% temporal +19% physical Ignore resists +13% temporal +10% physical When Hit 0 physical defense ------ Resistance +30% acid +15% all Anomaly Control +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to steel plate armour. |
timebroken elven-silk robe of the mountain (+17%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane/Nature While equipped: Stats +4 Mag +5 Wil offense ------ Spell Crit +3% Spellpower +5 (+2 eff.) Damage +8% temporal +16% arcane +17% physical defense ------ Resistance +15% all +17% physical other ------- Max mana +69.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anti-Gravity Boots (8 def, 8 armour)3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+1 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+3 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% These boots have a 5% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (179 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (300 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Blizzardoath (20 def, 5 armour)2.0 Encumbrance T5 feet armor [Rare] Arcane While equipped: offense ------ Physical Power +25 (+6 eff.) Damage +18% arcane +9% cold Ignore resists +19% temporal +18% darkness +28% cold +15% arcane +28% physical Accuracy +25 (+5 eff.) When Hit 6 physical defense ------ Armor +5 Defense +20 (+6 eff.) Resistance +30% darkness +30% temporal Out-of-Phase Defense +26 Out-of-Phase Resistance +18% Out-of-Phase Resilience +25% A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour)3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+3 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Spell save +10 (+4 eff.) Mind save +10 (+2 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Chamagorn (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Con +6 Wil offense ------ Physical Crit +5.0% Physical Power +6 (+1 eff.) Mindpower +9 (+3 eff.) Ignore resists +15% blight +8% physical Ignore Armor +12 defense ------ Armor +5 Resistance +3% darkness +6% cold Spell save +15 (+5 eff.) Mind save +6 (+1 eff.) Life Regen +10.00 Healmod +19% Blindside: Puts all charms on 25 cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 33 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Salubremira the pair of voratun boots (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +9 Str +8 Mag +12 Wil +6 Con offense ------ Spell Crit +10% Spellpower/crit +4 Damage +9% physical defense ------ Armor +5 Fatigue +4% other ------- Mana/turn +0.65 Max mana +59.00 Size +1 Blink to a nearby random location (rad 15) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scorched Boots (4 def, 4 armour)3.0 Encumbrance T5 feet armor [Unique] Arcane While equipped: offense ------ Spell Crit +6% Spellpower +13 (+5 eff.) Damage +15% blight +15% fire +15% darkness defense ------ Armor +4 Defense +4 (+1 eff.) Fatigue +8% Poison Storm: Effective talent level: 3.0 Power cost 30 out of 40/40. Range melee/personal Cooldown: 24 Travel.spd instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm takes 13.44 blight damage and is poisoned for 53.77 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 56%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 30%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 27% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
Shoes of Moving Quickly (10 def, 12 armour)2.0 Encumbrance T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex offense ------ Steampower +5 (+1 eff.) defense ------ Armor +12 Defense +10 (+3 eff.) Fatigue +3% Pinning Resist +100% Knockbk Resist -100% You move 3 spaces at once. Accurately? Less so. |
Steam Powered Boots (8 def, 15 armour)3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+3 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Tarrurion the Smearwilter (0 def, 4 armour) =ACC=3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +1 Dex +4 Mag +4 Wil offense ------ Physical Crit +4.0% Spell Crit +3% Critical power +10.00% Accuracy +30 (+6 eff.) Ignore Armor +2 On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Armor +4 Fatigue +3% Resistance +4% physical other ------- Mana/turn +0.36 Max mana +44.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
The Black Boots (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
blood-soaked pair of drakeskin leather boots of void walking (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego++] Arcane/Master While equipped: offense ------ Physical Crit +6.0% Physical Power +6 (+1 eff.) Ignore resists +16% darkness +16% temporal Ignore Armor +13 defense ------ Armor +5 Resistance +22% darkness +27% temporal Out-of-Phase Defense +18 Out-of-Phase Resistance +14% Out-of-Phase Resilience +18% A pair of boots made of leather. |
pair of drakeskin leather boots 'Vorowyn' (15 def, 12 armour)2.0 Encumbrance T5 feet armor [Random Unique] Master While equipped: Stats +5 Cun +6 Con offense ------ Ignore resists +15% mind On-Hit (Melee): * 10% chance to slow global speed by 57% defense ------ Armor +12 Defense +15 (+5 eff.) Resistance +12% mind +6% nature Physical save +21 (+7 eff.) Spell save +6 (+2 eff.) Mind save +20 (+5 eff.) other ------- Infravision +3 Evasion: (Instant) Puts all charms on 30 cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 24 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
traveler's pair of drakeskin leather boots of strife (0 def, 5 armour) =BLINDSIDE=2.0 Encumbrance T5 feet armor [Ego+] Master/Psionic While equipped: Stats +4 Con +4 Wil offense ------ Mindpower +8 (+2 eff.) Ignore resists +8% physical defense ------ Armor +5 Fatigue -7% Physical save +10 (+4 eff.) other ------- Encumbrance +33 Blindside: Puts all charms on 25 cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 33 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
undeterred pair of voratun boots (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: defense ------ Armor +5 Fatigue +4% Silence Resist +33% Confus Resist +37% Stun Resist +36% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of hardened leather boots of void walking (0 def, 3 armour) =OOP=2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +3 Con offense ------ Ignore resists +12% darkness +12% temporal defense ------ Armor +3 Resistance +14% darkness +12% temporal Physical save +19 (+6 eff.) Mind save +15 (+4 eff.) Out-of-Phase Defense +16 Out-of-Phase Resistance +13% Out-of-Phase Resilience +16% A pair of boots made of leather. |
Dakhtun's Gauntlets (0 def, 6 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% On-hit +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Ritch Claws (0 def, 6 armour)1.5 Encumbrance T2 hands armor [Unique] Nature/Master While equipped: offense ------ Physical Crit +5.0% Physical Power +5 (+1 eff.) defense ------ Armor +6 Unarmed combat: Weapon Damage 21.0 - 29.4 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 91% Rushing Claws: Effective talent level: 2.0 Power cost 24 out of 24/24. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a nature gift Description: Rushes toward your target with incredible speed. If the target is reached, you use your claws to pin it to the ground for 5 turns. You must rush from at least 2 tiles away. A pair of sharply honed gauntlets made from the claws of Ritch Impalers. |
Ruthless Grip (0 def, 5 armour)1.5 Encumbrance T4 hands armor [Unique] Psionic While equipped: offense ------ On-Hit 15 darkness 15 cold Damage +20% darkness +20% cold defense ------ Armor +5 Unlife -100.00 life Healmod -10% other ------- Max hate +20.00 Unarmed combat: Weapon Damage 26.0 - 36.4 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Dominate 3 On Hit: 5% Slash 3 Instill Fear: Effective talent level: 3.0 Power cost 20 out of 30/30. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 18.72 mind and 18.72 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 20% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 20. Terrified: Deals 4.16 mind and 4.16 darkness damage per turn and increases cooldowns by 31%. Haunted: Causes the target to suffer 7.26 mind and 7.26 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
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 +50% Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% Gauntlets. But with steam power! |
blighted drakeskin leather gloves of war-making (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Arcane/Master While equipped: offense ------ Physical Crit +11.0% Spell Crit +13% Mind Crit +14% Critical power +11.00% On-Hit 10 blight Damage +8% blight defense ------ Armor +3 Resistance +7% blight Unarmed combat: Weapon Damage 33.0 - 36.3 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +18.0% Attack Speed 100% On-crit, radius 2 +10 blight On Hit: 20% Soul Rot 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) =ACC=1.5 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +4 Dex offense ------ Accuracy +15 (+3 eff.) defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 18.5 - 25.9 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +15.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
sand voratun gauntlets of the nighthunter (0 def, 11 armour)1.5 Encumbrance T4 hands armor [Ego+] Nature/Psionic While equipped: Stats +4 Cun offense ------ On-Hit 7 physical Damage +8% physical Accuracy +11 (+2 eff.) defense ------ Armor +11 Fatigue +5% Resistance +7% darkness other ------- Infravision +2 Unarmed combat: Weapon Damage 29.0 - 40.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +10 Ignore Armor +15 Critical Rate +20.0% Attack Speed 83% On-hit +18 darkness On-Hit, radius 1 +10 physical On-crit, radius 2 +10 physical On Hit: 10% Sand Breath 5 On Crit: 10% Dominate 5 Track: Puts all charms on 15 cooldown Effective talent level: 2.4 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming voratun gauntlets of war-making (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: offense ------ Physical Crit +12.0% Spell Crit +18% Mind Crit +10% Critical power +11.00% Spellpower +9 (+4 eff.) defense ------ Armor +3 Fatigue +5% other ------- Mana/turn +0.31 Unarmed combat: Weapon Damage 35.5 - 49.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +20.0% Attack Speed 83% On-hit +13 arcane On Hit: 10% Elemental Bolt 5 On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
storm drakeskin leather gloves of the juggernaut (0 def, 3 armour) =STORM=1.0 Encumbrance T4 hands armor [Ego+] Nature/Master While equipped: Stats +3 Con offense ------ On-Hit 15 lightning Damage +6% lightning defense ------ Armor +3 Resistance +8% lightning Physical save +24 (+8 eff.) Spell save +5 (+2 eff.) Mind save +9 (+2 eff.) Disarm Resist +41% Unarmed combat: Weapon Damage 26.5 - 29.2 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-hit +13 physical On-crit, radius 2 +12 lightning On Hit: 10% Juggernaut 1 On Hit: 10% Lightning Breath 5 Juggernaut: (Instant) Puts all charms on 30 cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Betowen (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Con offense ------ Damage +16% cold Ignore resists +25% physical Ignore Armor +2 defense ------ Defense +2 (+1 eff.) Resistance +18% blight +33% cold +5% arcane +12% fire A pointy cloth hat, very wizardly... |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-3 eff.) Spellpower -10 (-5 eff.) Mindpower -10 (-4 eff.) defense ------ Defense -10 (-3 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Decayed Visage (0 def, 0 armour)1.0 Encumbrance T3 head armor Reqs Mag 25 [Unique] Arcane/Nature While equipped: Stats +5 Wil +5 Mag offense ------ Spell Crit +1% Damage +18% blight +19% arcane When Hit 6 nature 10 vim draining blight defense ------ Resistance +5% acid +7% fire +8% cold +5% lightning other ------- Mana/turn +0.04 Max vim +25.00 Vimsense: Effective talent level: 2.0 Power cost 25 out of 45/45. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 9% and all saves by 15, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Lorichik (10 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Physical Crit +6.0% Critical power +20.40% Physical Power +10 (+2 eff.) Ignore resists +15% physical Accuracy +25 (+5 eff.) defense ------ Armor +3 Defense +10 (+3 eff.) Fatigue +3% Resistance +17% cold Unlife -60.00 life other ------- Stamina/turn +3.00 Breathe water A cap made of leather. |
Steam Powered Helm (3 def, 12 armour)3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
Visage of Nektosh (4 def, 8 armour)3.0 Encumbrance T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun offense ------ On-Hit 15 phys.bleed defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +6% Resistance +10% darkness other ------- Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
bladed voratun helm of might (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego++] Master While equipped: Stats +11 Str +4 Con offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +5 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 879.4 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
champion's hardened leather cap of the bounder (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +10 Str +6 Dex +3 Wil defense ------ Armor +3 Fatigue +3% Mind save +8 (+2 eff.) other ------- Light +1 Skullcracker: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 879.4 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
hardened leather cap 'Burndare' (10 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +14 Str offense ------ Ignore resists +25% physical Ignore Armor +2 defense ------ Armor +3 Defense +10 (+3 eff.) Fatigue +3% Resistance +2% physical +9% fire other ------- Max stamina +30.00 A cap made of leather. |
Broditar the reinforced leather armour (12 def, 7 armour)9.0 Encumbrance T4 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% Ignore resists +5% mind defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Resistance +6% mind Mind save +29 (+7 eff.) Life +39.00 Life Regen +3.00 Healmod +13% other ------- Equi when Hit +0.12 Psi when Hit +0.08 Max hate +2.00 A suit of armour made of leather. |
Molten Skin (15 def, 12 armour)9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Physical Crit +8.0% Spell Crit +10% Critical power +20.00% Spellpower +15 (+6 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 (+5 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: 4.0 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 177.65 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. |
marauder's reinforced leather armour of the void (18 def, 7 armour)9.0 Encumbrance T4 light armor [Ego++] Arcane/Master While equipped: Stats +9 Str +6 Dex offense ------ On-Hit 6 darkness On-Ranged-Hit 7 darkness defense ------ Armor +7 Defense +18 (+6 eff.) Fatigue +8% Resistance +18% darkness +13% temporal Physical save +12 (+4 eff.) Out-of-Phase Defense +18 Out-of-Phase Resistance +20% Out-of-Phase Resilience +15% Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A suit of armour made of leather. |
nimble hardened leather armour of thunder (14 def, 6 armour)9.0 Encumbrance T3 light armor [Ego++] Arcane/Master While equipped: Stats +7 Str +5 Dex +5 Mag +5 Wil offense ------ Physical Crit +6.0% Spell Crit +5% Mind Crit +7% Physical Power +15 (+4 eff.) Spellpower +14 (+6 eff.) Mindpower +13 (+4 eff.) Move Speed +20% defense ------ Armor +6 Defense +14 (+5 eff.) Fatigue +8% Resistance +11% lightning A suit of armour made of leather. |
prismatic drakeskin leather armour of the void (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego+] Arcane While equipped: offense ------ On-Hit 7 darkness On-Ranged-Hit 8 darkness defense ------ Armor +8 Defense +20 (+6 eff.) Fatigue +8% Resistance +10% temporal +33% darkness +17% light Out-of-Phase Defense +24 Out-of-Phase Resistance +30% Out-of-Phase Resilience +28% Blink to a nearby random location (rad 10) Puts all charms on 25 cooldown A suit of armour made of leather. |
reinforced leather armour 'Brightscar' (12 def, 7 armour)9.0 Encumbrance T4 light armor [Rare] Master While equipped: Stats +11 Str +5 Con offense ------ Physical Crit +6.0% Damage +12% mind +15% physical Accuracy +25 (+5 eff.) When Hit 8 light defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Resistance +27% cold A suit of armour made of leather. |
Revenant (8 def, 20 armour)17.0 Encumbrance T3 massive armor [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con defense ------ Armor +20 Defense +8 (+3 eff.) Fatigue +12% Physical save +12 (+4 eff.) Spell save +12 (+4 eff.) Mind save +12 (+3 eff.) Silence Resist +20% Confus Resist +20% Pinning Resist +20% Stun Resist +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Deflector (22 def, 11 armour, 230 block)7.0 Encumbrance T4 shield armor [Unique] Steamtech Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +11 Defense +22 (+7 eff.) Fatigue +8% Physical save +20 (+7 eff.) other ------- Talents +4 Block Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
Unsetting Sun (16 def, 20 armour, 280 block)7.0 Encumbrance T5 shield armor [Unique] Arcane Glows brightly in the light of dawn. Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +20 Defense +16 (+5 eff.) Ranged Defense +17 (+6 eff.) Fatigue +14% Resistance +30% blight +30% darkness Spell save +19 (+7 eff.) other ------- Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
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. |
652 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. |
22 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. |
4 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. |
20 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
3 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Relgihad the voratun pickaxe (dig speed 7 turns)3.0 Encumbrance T5 digger tool [Random Unique] Master While equipped: Stats +3 Str +6 Dex +1 Mag +1 Wil +5 Cun offense ------ Physical Power +7 (+2 eff.) Move Speed +10% Damage +3% mind Accuracy +8 (+2 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 30 defense ------ Armor +4 Defense +6 (+2 eff.) Resistance +7% physical other ------- Infravision +8 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
bloodhexed voratun pickaxe (dig speed 17 turns)3.0 Encumbrance T5 digger tool [Ego+] Arcane While equipped: Stats +8 Str +8 Wil offense ------ Physical Crit +13.0% Mind Crit +15% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
shattering voratun pickaxe (dig speed 12 turns)3.0 Encumbrance T5 digger tool [Ego+] Master While equipped: Stats +3 Str offense ------ Ignore resists +25% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of wreckage (dig speed 18 turns)3.0 Encumbrance T5 digger tool [Ego+] Master While equipped: Stats +8 Str offense ------ Ignore Armor +13 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Effective talent level: 3.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
26 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. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+3 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+2 eff.) other ------- Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 165.36 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
watchleader's alchemist's lamp1.0 Encumbrance T3 lite [Ego+] Master While equipped: defense ------ Blind Resist +22% Confus Resist +19% other ------- Light +8 See Stealth +10 See Invis +11 Track: Puts all charms on 40 cooldown Effective talent level: 6.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 37 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Korbek's Spyglass2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+2 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Ureslak's Focus0.0 Encumbrance T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Physical Power +12 (+3 eff.) Spellpower +12 (+5 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Physical Power +12 (+3 eff.) Spellpower +12 (+5 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
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. |
11 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. |
10 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. |
29 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. |
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. |
amazing fiery salve [power 53] amazing fiery salve [power 53]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 226% efficiency and 66% cooldown modifier. Remove 3 magical effects and grants a fiery aura (53% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 53] amazing frost salve [power 53]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 226% efficiency and 66% cooldown modifier. Remove 3 physical effects and grants a frost aura (53% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 760] amazing healing salve [power 760]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 226% efficiency and 66% cooldown modifier. Heal 760 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 665] amazing pain suppressor salve [power 665]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 226% efficiency and 66% cooldown modifier. Let you fight up to -665 life and reduces all damage by 28% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 53] amazing water salve [power 53]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 226% efficiency and 66% cooldown modifier. Remove 3 mental effects and grants a water aura (53% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Spider's Fangs (20/20, 22-26 power, 8 apr)3.0 Encumbrance T4 shot ammo [Unique] Nature/Steamtech Weapon Damage 22.0 - 26.4 Nature Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
Skull of the Rat Lich1.0 Encumbrance T3 skull tool [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +10 (+4 eff.) When Hit 12 darkness Raise one or two undead rats to fight beside you. Uses 70 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
perfect focus lens0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +9 Sight +3 See Stealth +25 See Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
voratun grip0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +100% other ------- Talents +5 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
overpowered steel torque of clear mind [power 2] (35 cooldown)2.0 Encumbrance T2 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 35 cooldown Torques are made by powerful psionics to store psionic powers. |
voratun torque of gale force 'Sparkviper' [power 475] (15 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ When Hit 11 darkness defense ------ Resistance +15% lightning +9% fire Crit Resistance 10.00% Mind save +9 (+2 eff.) Life +111.36 Disarm Resist +22% Stun Resist +22% Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 807 physical damage Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Splendourbreacher' [power 475] (15 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: Stats +2 Str +2 Dex +5 Mag +2 Cun offense ------ Ignore resists +5% light On-Hit (Melee): * 26% chance to reduce strength, dexterity, and constitution by 20 other ------- See Invis +9 Blast the opponent's mind dealing 494 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to reduce 3 talent cooldowns by 2. 100% to increase all damage by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Blizzardjam [power 284] (15 cooldown) =ACC=2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Critical power +15.00% Damage +12% cold Accuracy +25 (+5 eff.) When Hit 10 cold defense ------ Resistance +15% cold other ------- Stamina/turn +3.00 Max stamina +30.00 Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 15 cooldown 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Elimilranor the ash totem of stinging [power 218] (15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +8 Str offense ------ Physical Power +30 (+7 eff.) Damage +9% mind When Hit 10 mind other ------- Hate-on-crit +5.00 Max hate +6.00 Sting an enemy dealing 240 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
cleansing ash totem of healing [power 182] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of stinging 'Crackleshear' [power 404] (15 cooldown)2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: Stats +3 Cun +8 Mag offense ------ Damage +12% lightning other ------- Stamina/turn +2.00 Sting an enemy dealing 444 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 3. 100% to heal for 98. 100% to gain a 27% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of summon tentacle 'Yvarewen' [power 405] (25 cooldown)2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Damage +9% acid On-Hit (Melee): * 22 arcane resource burn * 22% chance to reduce armor by 30% defense ------ Resistance +3% nature +6% blight Summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1149 Base Damage: 439 Armor: 42 All Resist: 10 Puts all charms on 25 cooldown 100% to heal for 110. 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
overpowered elven-wood totem of healing [power 674] (19 cooldown)2.0 Encumbrance T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 674 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Miretrial the elven-wood wand of lightning storm [power 434] (15 cooldown)2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: Stats +5 Dex +4 Wil offense ------ Spell Crit +3% Critical power +20.00% Ignore resists +20% blight defense ------ Resistance +12% nature Create a radius 3 storm for 5 turns. Each turn, creatures within take 122 lightning damage and will be dazed for 1 turn (611 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of conjuration 'Aryvea' [power 170] (15 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +24% temporal Ignore resists +15% arcane +15% temporal When Hit 2 mind On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 30 Fire a magical bolt dealing 282 cold damage Puts all charms on 15 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. |
overpowered dragonbone wand of shielding [power 854] (28 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a shield absorbing up to 854 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 28 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing elven-wood wand of shielding [power 344] (20 cooldown)2.0 Encumbrance T4 wand charm [Ego+] Arcane Create a shield absorbing up to 344 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
4 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. |
19 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+4 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+4 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 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. |
18 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. |
3 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. |
4 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. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Bregarath the Kruk Yeti Sawbutcher level 50
23rd Pain 125th year of Ascendancy at 13:17 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Bregarath the Kruk Yeti Sawbutcher level 13
1st Revenge 124th year of Ascendancy at 04:56 see stats
Do not go gentle into that good night (Insane (Roguelike) difficulty)
Trapped John.By Bregarath the Kruk Yeti Sawbutcher level 50
17th Pain 125th year of Ascendancy at 11:35 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Bregarath the Kruk Yeti Sawbutcher level 50
22nd Pain 125th year of Ascendancy at 02:04 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Bregarath the Kruk Yeti Sawbutcher level 29
33rd Dearth 124th year of Ascendancy at 16:08 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Bregarath the Kruk Yeti Sawbutcher level 43
27th Retaking 125th year of Ascendancy at 11:21 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Bregarath the Kruk Yeti Sawbutcher level 10
42nd Retaking 124th year of Ascendancy at 19:25 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Bregarath the Kruk Yeti Sawbutcher level 20
9th Pain 124th year of Ascendancy at 15:34 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Bregarath the Kruk Yeti Sawbutcher level 30
35th Dearth 124th year of Ascendancy at 06:08 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Bregarath the Kruk Yeti Sawbutcher level 40
50th Destruction 124th year of Ascendancy at 06:57 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Bregarath the Kruk Yeti Sawbutcher level 50
42nd Revenge 125th year of Ascendancy at 05:19 see stats
One Ill Turn Deserves Another (Insane (Roguelike) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Bregarath the Kruk Yeti Sawbutcher level 50
44th Pain 125th year of Ascendancy at 09:09 see stats
Reclaiming Garkul's Heritage (Insane (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Bregarath the Kruk Yeti Sawbutcher level 40
1st Renewal 124th year of Ascendancy at 22:35 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Bregarath the Kruk Yeti Sawbutcher level 49
41st Revenge 125th year of Ascendancy at 23:15 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Bregarath the Kruk Yeti Sawbutcher level 28
22nd Dearth 124th year of Ascendancy at 22:03 see stats
The Dead God Rests (Insane (Roguelike) difficulty)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Bregarath the Kruk Yeti Sawbutcher level 50
15th Dearth 125th year of Ascendancy at 05:36 see stats
The High Lady's Destiny (Finale) (Insane (Roguelike) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Bregarath the Kruk Yeti Sawbutcher level 48
18th Revenge 125th year of Ascendancy at 02:48 see stats
The Rat Lich (Insane (Roguelike) difficulty)
Killed the terrible Rat Lich.By Bregarath the Kruk Yeti Sawbutcher level 50
21st Pain 125th year of Ascendancy at 22:56 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Bregarath the Kruk Yeti Sawbutcher level 32
37th Dearth 124th year of Ascendancy at 20:56 see stats
To the Bitter End (Insane (Roguelike) difficulty)
You have destroyed the last remnants of the Atmos Tribe, ending their civilization.By Bregarath the Kruk Yeti Sawbutcher level 50
15th Dearth 125th year of Ascendancy at 12:32 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Bregarath the Kruk Yeti Sawbutcher level 32
38th Dearth 124th year of Ascendancy at 09:39 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bregarath the Kruk Yeti Sawbutcher level 16
37th Revenge 124th year of Ascendancy at 03:54 see stats
Log
Bregarath activates Trained Reactions.
Bregarath deactivates Grinding Shield.
Bregarath activates Grinding Shield.
Bregarath deactivates Mow Down.
Bregarath activates Mow Down.
Bregarath deactivates Overheat Saws.
Bregarath activates Overheat Saws.
Bregarath deactivates Saw Wheels.
Bregarath activates Saw Wheels.
Bregarath uses Create Tinker.
Bregarath uses Create Tinker.
Bregarath deactivates Furnace.
Bregarath activates Furnace.
Bregarath deactivates Tempest of Metal.
Bregarath activates Tempest of Metal.
Bregarath deactivates Chant of Fortitude.
Bregarath activates Chant of Fortitude.
Bregarath deactivates Trained Reactions.
Bregarath activates Trained Reactions.
Bregarath deactivates Grinding Shield.
Bregarath activates Grinding Shield.
Bregarath deactivates Mow Down.
Bregarath activates Mow Down.
Bregarath deactivates Overheat Saws.
Bregarath activates Overheat Saws.
Bregarath deactivates Saw Wheels.
Bregarath activates Saw Wheels.
Resting starts...
Rested for 155 turns (stop reason: all resources and life at maximum).









































































































































































































