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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! 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: 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:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Doomelf |
| Class | Sawbutcher |
| Level / Exp | 50 / 1227% |
| Size | big |
| Lifes / Deaths | Killed by corrupted gigantic corrosive tunneler at level 17 on the 78th Dusk 122nd year of Ascendancy at 14:41 3 / 4Killed by Grand Corruptor at level 27 on the 10th Regrowth 123rd year of Ascendancy at 03:10 Killed by Arch Zephyr at level 46 on the 50th Dusk 123rd year of Ascendancy at 02:22 Killed by Betema the orc blood mage at level 46 on the 50th Dusk 123rd year of Ascendancy at 11:41 |
Primary Stats
| Strength | 115 (base 65) |
| Dexterity | 67 (base 29) |
| Constitution | 49 (base 13) |
| Magic | 74 (base 60) |
| Willpower | 49 (base 14) |
| Cunning | 112 (base 60) |
Resources
| Life | 1549/1549 |
| Mana | 136/429 |
| Steam | 86/86 |
| Healing Factor | 1.8137116412043 |
| Regeneration | 21.034475851966 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 19.286335345031 |
| See Stealth | 10 |
Offense: Mainhand
| Damage | 204 |
| Accuracy | 66 |
| Crit Chance | 105% |
| APR | 41 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 114 |
| Accuracy | 66 |
| Crit Chance | 105% |
| APR | 41 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 55% |
| Speed | 1 |
Offense: Mind
| Mindpower | 59 |
| Crit Chance | 70% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +21% |
| Arcane | +31% |
| Mind | +13% |
| All | +7% |
| Light | +36% |
| Physical | +36% |
| Cold | +25% |
| Fire | +28% |
| Nature | +19% |
Offense: Damage Penetration
| Acid | +36% |
| Arcane | +40% |
| Cold | +33% |
| All | +13% |
| Darkness | +30% |
| Temporal | +29% |
| Physical | +38% |
| Fire | +38% |
| Mind | +28% |
Defense: Base
| Armour (hardiness) | 89.08934837382 (100%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 32 |
| Physical Save | 80 |
| Spell Save | 37 |
| Mental Save | 62 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 59%( 70%) |
| All | + 17%( 70%) |
| Physical | + 40%( 70%) |
| Darkness | + 44%( 70%) |
| Light | + 32%( 70%) |
| Temporal | + 42%( 70%) |
| Mind | + 22%( 70%) |
| Lightning | + 53%( 70%) |
| Fire | + 56%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Teleport Resistance | 100% |
| Confusion Resistance | 60% |
| Pinning Resistance | 45% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 59% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.1 steam per turn. Can be activated for an instant burst of 76 steam. Its effects scale with your Cunning 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 194% efficiency and cooldown mod of 98%. Its effects scale with your Cunning 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 188% efficiency and cooldown mod of 68%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.8 steam per turn. Can be activated for an instant burst of 64 steam. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 614 damage for 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Tempest of Metal |
| talent | Chant of Fortitude |
| talent | Melting Point |
| talent | Furnace |
| talent | Premonition |
| talent | Corruption of the Doomed |
| talent | Overheat Saws |
| talent | Mow Down |
| talent | Goresplosion |
| talent | Grinding Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by orc soldier. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed minotaur nose. * You've found the needed snow giant kidney. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed faerlhing fang. * You've found the needed red crystal shard. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of drakeskin leather boots 'Eclipsepower' (0 def, 5 armour) 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Mind.crit +6% Spell.pwr +12 (+4 eff.) Mind.pwr +10 (+3 eff.) Res.pen +16% temporal +17% darkness +10% mind On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Armour +5 Fatigue -4% Resists +20% darkness +30% temporal Phys.save +20 (+4 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% Def/telep +23 Res/telep +16% Dur/telep +17% ---------- misc Max.enc +42 Hate/m.crit +2.00 A pair of boots made of leather. |
| Light source | Sleetwedge 1.0 T5 lite [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +18% arcane +20% light Res.pen +13% all Apr +6 ----- def ----- Resists +15% cold Phys.save +13 (+2 eff.) Max.HP +70.00 Heal.mod +19% ---------- misc Mana/s.crit +2.00 Light +12 See.Stealth +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Ulfydil the drakeskin leather cap (0 def, 5 armour) 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +4 Str +5 Wil +14 Cun +27 Lck dps ---------- Phys.crit +11.0% Spell.crit +12% Mind.crit +14% Mind.pwr +5 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +9% cold Mind.save +15 (+4 eff.) ---------- misc Stam/turn +3.00 A cap made of leather. |
| On hands | Glarerip (0 def, 3 armour) 1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Wil +7 Con dps ---------- Melee+ 12 fire Dmg.mod +9% fire +12% nature +9% light ----- def ----- Armour +3 Resists +3% nature +8% fire Phys.save +22 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +9 (+2 eff.) Disarm- +83% ---------- misc Light +3 Talents +5 Spring Grapple Masteries +0.20 Technique/Grappling Unarmed combat: Power 26.0 - 28.6 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +15 physical On Crit.r2 +10 fire On Hit: 10% Disarm 5 On Hit: 10% Juggernaut 1 On Hit: 10% Fire Breath 5 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dragonbone wand of shielding 'Daywitch' [power 560] (20 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: Stats +3 Cun +7 Dex dps ---------- Phys.crit +5.0% Crit.mult +20.00% Mind.pwr +25 (+7 eff.) ----- def ----- Resists +18% light Phys.save +6 (+1 eff.) ---------- misc Max.stam +20.00 Light +3 Create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 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. |
| On fingers | gladiator's stralite ring of misery0.1 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Str +6 Cun +7 Con dps ---------- Phys.pwr +11 (+2 eff.) Melee+ 19 physical Ranged+ 18 physical On Hit (Melee): * 15% chance to reduce all saves and defense by 35 On Hit (Ranged): * 14% chance to reduce all saves and defense by 35 ---------- misc Hate/m.crit +1.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| On fingers | Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+9 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| Around neck | Snowcrypt the stralite amulet0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +17 Str +6 Dex +8 Wil +6 Con dps ---------- Dmg.mod +6% mind +15% cold Res.pen +5% mind Melee Ret 6 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 35 ----- def ----- Resists +6% mind Phys.save +14 (+3 eff.) Max.HP +60.00 HP.reg +5.00 Amulets make your neck look great! |
| In main hand | balanced voratun steamsaw of crushing (38-58 power, 20 apr) 3.0 T5 steamsaw 1H weapon [Ego+] Master/Steamtech Power 38.5 - 57.8 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +25.0% Atk.spd 100% Block +91 Uses 1.0 Steam When used to Attack: Power 7.0 - 7.7 Physical Uses 50% Mag On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +9 (+1 eff.) Acc +6 (+1 eff.) ----- def ----- Armour +6 Defense +18 (+5 eff.) Fatigue +12% Disarm- +30% ---------- misc 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! |
| Around waist | Freezeripper 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Wil +8 Cun +6 Con dps ---------- Phys.pwr +14 (+2 eff.) Dmg.mod +6% arcane +3% cold Res.pen +27% arcane +20% cold Against +26% Summoned ----- def ----- Resists +5% arcane +12% cold D.Red.from +45% Summoned Phys.save +11 (+2 eff.) HP.reg +3.00 Heal.mod +30% ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | elemental voratun steamsaw of massacre (52-78 power, 20 apr) 3.0 T5 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 52.0 - 78.0 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +25.0% Atk.spd 100% Block +98 On Hit: * Create an explosion dealing 83 acid damage (1/turn) Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +14% acid Res.pen +23% acid ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc 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! |
| Cloak | Yarudor (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex +5 Wil +10 Cun dps ---------- Phys.crit +8.0% Mind.crit +7% Dmg.mod +6% physical Acc +10 (+2 eff.) ----- def ----- Defense +3 (+1 eff.) Resists +30% lightning Phys.save +7 (+1 eff.) Mind.save +12 (+3 eff.) Die.at -90.00 life Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Duvyzilathad the voratun plate armour (0 def, 43 armour) 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% physical On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +43 Fatigue +22% Resists +15% acid +15% physical +12% darkness +22% fire +13% lightning +15% cold Crit.dmg- 35.00% Max.HP +50.00 Disarm- +35% Stun/Frz- +36% Knockbk- +34% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
medical injector implant of the duelist (efficiency 160% / cooldown 96%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 160% efficiency and cooldown mod of 96%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 8)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.4 steam per turn. Can be activated for an instant burst of 42 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the sneak (steam 12)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.1 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the titan (steam 16)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 15.6 steam per turn. Can be activated for an instant burst of 78 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the warrior (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
regeneration infusion (heal 431; 14 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 431 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 470 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (346.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 370.22 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, light, blight, mind, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous 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: 4 acid, 2 physical, 3 light, 5 blight, 4 mind, 3 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 276; dur 6; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 276 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Acid Groove0.1 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. |
7 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Explosive Shell0.1 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. |
7 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Focus Lens0.1 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 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Headlamp0.1 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. |
9 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 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: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Lightning Coil0.1 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 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Mana Coil0.1 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. |
9 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Pain Suppressor Salve0.1 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: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Silver Filigree0.1 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: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple0.1 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. |
9 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil Amulets make your neck look great! |
restful copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 293 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (148). 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. |
Uroneg the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Lck +3 Con dps ---------- Spell.pwr +10 (+4 eff.) S.pwr/crit +4 Dmg.mod +6% blight Acc +5 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Phys.save +18 (+3 eff.) Spell.save +12 (+5 eff.) Mind.save +11 (+3 eff.) Unseen.red 12% Max.HP +34.00 HP.reg +3.00 Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
enraging gold amulet of perfection (0.20 Steamtech / Physics,0.20 Steamtech / Automated butchery)0.1 T3 amulet jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +7 (+1 eff.) Phys.spd +10% Dmg.mod +6% physical ---------- misc Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Automated butchery Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+1 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
conjurer's steel ring of power0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +13 (+5 eff.) Mind.pwr +7 (+2 eff.) Rings make your fingers look great! |
steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 11 light Ranged+ 10 light Dmg.mod +11% light Rings make your fingers look great! |
conjurer's gold ring of luminosity0.1 T3 ring jewelry [Ego++] Arcane While equipped: Stats +10 Mag +6 Wil dps ---------- Spell.pwr +8 (+3 eff.) Melee+ 10 light Ranged+ 14 light Dmg.mod +13% light Rings make your fingers look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Die.at -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. |
pixie's voratun ring0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +5 Cun +6 Mag dps ---------- Spell.pwr +11 (+4 eff.) Rings make your fingers look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+15 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
infernal dragonbone vilestaff of might (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Crit.mult +39.00% Spell.pwr +23 (+8 eff.) Melee+ 35 fire Dmg.mod +30% fire ---------- misc See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone vilestaff (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego+] Nature Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Spell.crit +5% Spell.pwr +22 (+8 eff.) Dmg.mod +30% darkness ----- def ----- HP.reg +1.50 Heal.mod +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced voratun battleaxe of enduring (56-85 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Nature/Master Power 56.5 - 84.8 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +20 Con +16 Wil dps ---------- Acc +17 (+4 eff.) ----- def ----- Defense +16 (+5 eff.) Max.HP +140.00 Disarm- +46% Massive two-handed battleaxes. |
manaburning voratun greatmaul of massacre (80-119 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego] Disrupt/Master Power 79.5 - 119.2 Physical Uses 50% Mag, 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit: * 31 arcane resource burn Massive two-handed mauls. |
arcing voratun greatsword of erosion (62-98 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Arcane/Nature Power 61.5 - 98.4 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +14 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 83 damage Massive two-handed swords. |
warbringer's voratun longsword of evisceration (44-61 power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Master Power 43.5 - 60.9 Physical Uses 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 337 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Con dps ---------- Phys.crit +14.0% Phys.pwr +21 (+4 eff.) Res.pen +14% physical ----- def ----- Disarm- +27% Sharp, long, and deadly. |
Elona the voratun mace (44-62 power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Nature/Disrupt/Master Power 44.0 - 61.6 Physical Uses 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +12 nature On Hit: * 19 arcane resource burn While equipped: dps ---------- Acc +10 (+2 eff.) On Hit (Melee): * 10% chance to slow global speed by 63% ----- def ----- Defense +12 (+4 eff.) Resists +3% acid +3% temporal +5% arcane +6% lightning Spell.save +18 (+7 eff.) Disarm- +22% Blunt and deadly. |
enhanced voratun mace of erosion (44-62 power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Nature Power 44.0 - 61.6 Physical Uses 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +20 nature While equipped: Stats +11 Str +12 Dex +11 Mag +11 Wil +11 Cun +10 Con Blunt and deadly. |
Loregolar the Shadetooth (39-55 power, 6 apr)3.0 T5 waraxe 1H weapon [Rare] Master Power 39.0 - 54.6 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +12 arcane While equipped: Stats +5 Cun +5 Con dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +9% mind +34% darkness Res.pen +20% blight +15% physical ----- def ----- Disarm- +32% ---------- misc Psi/ret +0.24 Hate/m.crit +4.00 One-handed war axes. |
acidic voratun waraxe of rage (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 While equipped: Stats +8 Str dps ---------- Dmg.mod +14% physical Acc +18 (+4 eff.) One-handed war axes. |
flaming voratun waraxe of rage (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +15 fire While equipped: Stats +8 Str dps ---------- Dmg.mod +15% physical Acc +25 (+6 eff.) One-handed war axes. |
Overclocked Radius (28-42 power, 19 apr)3.0 T3 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 28.0 - 42.0 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +19 Crit +9.0% Atk.spd 100% Block +50 On Hit: * increase paradox by a random amount On Crit: * increase paradox by a drastic amount with a chance to do an anomaly (0% chance). If anomaly triggers, halve paradox. Uses 1.0 Steam While equipped: ----- def ----- Armour +7 Defense +10 (+3 eff.) Fatigue +9% Affinity +30% temporal ---------- misc Talents +2 Block +1 Paradox Pool Attack speed increases with paradox, up to 250% at 1000 paradox. Faced with the petty quandaries of 'conventional physics', some mad tinker must have coated this sawblade with a fine sheathe of dilated time to maximize its speed. There were ...side effects. |
Turbocutter (30-45 power, 23 apr)3.0 T3 steamsaw 1H weapon [Unique] Steamtech Power 30.0 - 45.0 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +23 Crit +4.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +16 (+5 eff.) Fatigue +8% ---------- misc Talents +2 Block Masteries +0.20 Steamtech/Battlefield management +0.20 Steamtech/Sawmaiming Increases the speed bonus from Saw Wheels by 25%. "Have you ever thought your steamsaws were just too slow? Well, have I got the thing for you..." |
acidic dwarven-steel steamsaw of cold resistance (+17%) (22-32 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +47 Uses 1.0 Steam When used to Attack: Power 0.0 - 0.0 Physical Uses 50% Mag On Hit: * 14% chance to reduce armor by 34% While equipped: dps ---------- Melee+ 6 acid Melee Ret 2 acid ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +17% cold ---------- misc Talents +2 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! |
Earileg the stralite steamsaw (34-50 power, 6 apr)3.0 T4 steamsaw 1H weapon [Rare] Master/Steamtech Power 33.5 - 50.2 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +4.0% Atk.spd 100% Block +70 Phasing +30% Uses 1.0 Steam When used to Attack: Power 8.0 - 8.8 Physical Uses 50% Mag On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Str dps ---------- Phys.crit +14.0% Phys.pwr +11 (+2 eff.) Dmg.mod +15% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- misc Talents +2 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! |
corrosive stralite steamsaw (31-46 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 31.0 - 46.5 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +73 Uses 1.0 Steam When used to Attack: Power 0.0 - 0.0 Physical Uses 50% Mag Melee+ +13 acid While equipped: Stats +2 Con dps ---------- On Melee Ret: * 11% chance to reduce armor by 34% ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +13% acid ---------- misc Talents +2 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! |
crackling stralite steamsaw (33-50 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 33.0 - 49.5 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +68 Uses 1.0 Steam When used to Attack: Power 0.0 - 0.0 Physical Uses 50% Mag Melee+ +14 lightning While equipped: Stats +2 Dex dps ---------- Melee Ret 20 lightning ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +14% lightning ---------- misc Talents +2 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 'Deepswreath' (38-58 power, 0 apr)3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Psionic/Steamtech Power 38.5 - 57.8 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +88 On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: Stats +12 Con +13 Wil dps ---------- Res.pen +10% physical ----- def ----- Armour +6 Defense +20 (+6 eff.) Fatigue +12% Resists +2% physical +15% darkness +20% blight +18% nature +5% arcane Max.HP +66.00 ---------- misc 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 'Serpentmistress' (40-59 power, 17 apr)3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +17 Crit +5.0% Atk.spd 100% Block +94 Phasing +17% Melee+ +12 nature Uses 1.0 Steam When used to Attack: Power 0.0 - 0.0 Physical Uses 50% Mag Block +49 While equipped: Stats +7 Str +2 Wil dps ---------- Dmg.mod +3% nature +15% physical Acc +20 (+5 eff.) On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Armour +14 Defense +10 (+3 eff.) Fatigue +12% Spell.save +9 (+4 eff.) ---------- misc 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! |
dragonbone longbow of acid4.0 T5 longbow 2H weapon Reqs Shoot [Ego] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +30 acid While equipped: dps ---------- Dmg.mod +27% acid Longbows are used to shoot arrows at your foes. |
dragonbone longbow of recursion4.0 T5 longbow 2H weapon Reqs Shoot [Ego+] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 10% Shoot 1 Longbows are used to shoot arrows at your foes. |
penetrating drakeskin leather sling of acid4.0 T5 sling 1H weapon Reqs Shoot [Ego+] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +20 acid While equipped: dps ---------- Dmg.mod +16% acid Res.pen +19% physical Slings are used to hurl stones or metal shots at your foes. |
mighty voratun steamgun of life draining4.0 T5 steamgun 1H weapon Reqs Shoot [Ego] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +25 draining blight Uses 2.0 Steam While equipped: Stats +5 Str dps ---------- Phys.pwr +11 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
manaburning quiver of dragonbone arrows of accuracy (21/21, 54-76 power, 18 apr)3.0 T5 arrow ammo [Ego] Disrupt/Master Power 54.0 - 75.6 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +17 Apr +18 Crit +3.0% Capacity 21 On Hit: * 38 arcane resource burn Arrows are used with bows to pierce your foes to death. |
corrosive voratun shield of cold resistance (+18%) (0 def, 10 armour, 70-84 power, 191.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 70.0 - 84.0 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +192 Melee+ +17 acid While equipped: Stats +5 Con dps ---------- On Melee Ret: * 14% chance to reduce armor by 34% ----- def ----- Armour +10 Fatigue +8% Resists +18% acid +27% cold ---------- misc Talents +1 Block Handheld deflection devices. |
impervious voratun shield of cold resistance (+30%) (0 def, 20 armour, 70-83 power, 291.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 69.5 - 83.4 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +292 While equipped: Stats +5 Con ----- def ----- Armour +20 Fatigue +8% Resists +30% cold Phys.save +10 (+2 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
living voratun shield of earthen fury (0 def, 19 armour, 68-82 power, 215.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Nature When used to Attack: Power 68.5 - 82.2 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +216 Melee+ +17 nature On Hit: * Deal physical damage equal to your armor (89) While equipped: ----- def ----- Armour +19 Fatigue +8% Resists +19% nature +17% blight Max.HP +92.00 ---------- misc Talents +1 Block Handheld deflection devices. |
psion's elven-silk robe of Angolwen (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +6 Wil dps ---------- Mind.crit +4% Spell.pwr +15 (+5 eff.) Mind.pwr +9 (+3 eff.) S.pwr/crit +6 Dmg.mod +29% mind Res.pen +19% mind ----- def ----- Resists +15% all Silence- +37% ---------- misc Psi/turn +0.56 Max.psi +18.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
duelist's cured leather armour of command (15 def, 11 armour)9.0 T2 light armor [Ego++] Master/Psionic While equipped: Stats +6 Cun +4 Dex ----- def ----- Armour +11 Defense +15 (+5 eff.) Fatigue +7% Mind.save +12 (+3 eff.) A suit of armour made of leather. |
drakeskin leather armour of alacrity (20 def, 8 armour)9.0 T5 light armor [Ego+] Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% A suit of armour made of leather. |
volcanic drakeskin leather armour of cold resistance (20 def, 22 armour)9.0 T5 light armor [Ego+] Nature/Master While equipped: dps ---------- Melee+ 9 fire Ranged+ 9 fire ----- def ----- Armour +22 Defense +20 (+6 eff.) Fatigue +8% Resists +27% physical +25% fire +19% cold A suit of armour made of leather. |
fearforged voratun mail armour of the deep (5 def, 14 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Arcane/Nature While equipped: Stats +10 Con ----- def ----- Armour +14 Defense +5 (+1 eff.) Fatigue +26% Resists +11% acid -14% light +10% fire +11% cold +15% darkness Phys.save +7 (+1 eff.) Spell.save +7 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Breathe water A suit of armour made of mail. |
Plate of the Blackened Mind (15 def, 40 armour)17.0 T5 massive armor Reqs Massive armour training [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+3 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+5 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+3 eff.) Mind.save +25 (+6 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 15 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 8 Armour, 12 Defense and your attacks will gain 18% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
impenetrable voratun plate armour of the deep (0 def, 35 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +35 Fatigue +22% Resists +12% acid +14% cold ---------- misc Breathe water A suit of armour made of metal plates. |
rejuvenating voratun plate armour of fire resistance (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +21% fire HP.reg +5.70 ---------- misc Stam/turn +2.00 A suit of armour made of metal plates. |
voratun plate armour (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +16 Fatigue +22% A suit of armour made of metal plates. |
voratun plate armour of the dragon (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature While equipped: Stats +0 Str +0 Dex +0 Mag +0 Wil +0 Cun +0 Con ----- def ----- Armour +16 Fatigue +22% Resists +9% acid +11% physical +10% fire +10% lightning +11% cold Disarm- +36% Stun/Frz- +39% Knockbk- +29% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
drakeskin leather belt of recklessness1.0 T5 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +10.00% Phys.pwr +4 (+0 eff.) A belt that goes around your waist. |
drakeskin leather belt of valiance1.0 T5 belt armor [Ego+] Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +11 (+3 eff.) Max.HP +89.00 A belt that goes around your waist. |
enveloping linen cloak of Iron Throne (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +7 (+2 eff.) Resists +0% lightning +0% cold +0% nature Phys.save +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Defense +1 (+0 eff.) Resists +0% nature +0% cold Spell.save +6 (+3 eff.) Mind.save +12 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brenelach the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +9 Dex +11 Mag +4 Wil +5 Cun +8 Con dps ---------- Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +3 (+1 eff.) Phys.save +12 (+2 eff.) Max.HP +109.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinirianor (3 def, 2 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +8 Dex +4 Cun +4 Con dps ---------- Dmg.mod +9% temporal ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +18% temporal +30% darkness +2% physical Spell.save +12 (+5 eff.) Die.at -40.00 life Stun/Frz- +20% Def/telep +26 Res/telep +14% Dur/telep +25% ---------- misc Stam/turn +1.30 Masteries +0.30 Technique/Combat training 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. |
Ureslak's Molted Scales (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Res.Cap +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
murderer's elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Acc +6 (+1 eff.) Apr +7 ----- def ----- Defense +3 (+1 eff.) Resists +0% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wanderer's pair of hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Mag +2 Wil +3 Cun +2 Con ----- def ----- Armour +3 Phys.save +12 (+2 eff.) Mind.save +15 (+4 eff.) Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
reinforced pair of drakeskin leather boots of force (0 def, 13 armour)2.0 T5 feet armor [Ego++] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +14 (+2 eff.) Spell.pwr +13 (+5 eff.) Mind.pwr +9 (+3 eff.) ----- def ----- Armour +13 Resists +13% acid +14% fire +13% lightning +12% cold A pair of boots made of leather. |
Murkwrest of the Blightspawn (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +6 Dex +6 Mag +1 Wil +3 Cun +1 Con dps ---------- On Melee Ret: * 20% chance to reduce strength, dexterity, and constitution by 24 * 26% chance to reduce damage dealt by 28% ----- def ----- Armour +4 Fatigue -3% Resists +9% darkness Phys.save +10 (+2 eff.) ---------- misc Max.enc +28 Spell.cld 10% Light +1 Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 61% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc 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. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
pair of voratun boots of phasing (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Armour +5 Fatigue +4% Blink to a nearby random location (rad 14) 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. |
pair of voratun boots of phasing (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil ----- def ----- Armour +5 Fatigue +4% Blink to a nearby random location (rad 11) 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. |
Eilinilenne (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +7 Str dps ---------- Phys.crit +1.0% Spell.crit +4% Phys.pwr +14 (+2 eff.) Melee+ 21 acid Dmg.mod +9% acid ----- def ----- Armour +3 Resists +16% acid Unarmed combat: Power 32.5 - 35.8 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +18 acid On Hit: 20% Corrosive Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Huresta the drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Rare] Psionic While equipped: dps ---------- Spell.pwr +10 (+4 eff.) ----- def ----- Armour +3 Crit.dmg- 15.00% HP.reg +11.00 Blind- +20% Poison- +20% ---------- misc Stam/turn +1.00 Vim/s.crit +2.00 Max.stam +33.00 Unarmed combat: Power 27.5 - 30.3 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Nightmare 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Unlighttickler (0 def, 3 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +17 (+3 eff.) Dmg.mod +24% arcane +12% darkness Res.pen +20% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Armour +3 Resists +6% acid Unarmed combat: Power 33.0 - 36.3 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Armyyandur' (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Master While equipped: Stats +5 Str +8 Dex +5 Cun dps ---------- Phys.crit +20.0% Spell.crit +20% Mind.crit +11% Crit.mult +13.00% Phys.pwr +14 (+2 eff.) Res.pen +25% blight Acc +9 (+2 eff.) Apr +13 ----- def ----- Armour +3 Resists +18% blight Unarmed combat: Power 40.0 - 44.0 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +10 Apr +13 Crit +15.0% Atk.spd 100% On Hit: 15% Perfect Strike 5 On Crit: 20% Cripple 5 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Noonslice' (0 def, 3 armour)1.0 T4 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 20 temporal Ranged+ 15 temporal Dmg.mod +20% temporal Res.pen +15% light +10% temporal ----- def ----- Armour +3 Resists +15% temporal +15% mind +6% light Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 Unarmed combat: Power 25.5 - 28.1 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit: * 14% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +12 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +13.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +21 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Disarm- +27% Unarmed combat: Power 22.0 - 30.8 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Acc +12 Apr +9 Crit +14.0% Atk.spd 83% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Delygas the Flameobsidian (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun +2 Wil dps ---------- Crit.mult +15.00% Mind.pwr +15 (+4 eff.) Dmg.mod +21% fire Acc +8 (+2 eff.) Melee Ret 6 mind 8 fire ----- def ----- Armour +3 Fatigue +5% Resists +12% fire Phys.save +9 (+2 eff.) Mind.save +9 (+2 eff.) Disarm- +42% Unarmed combat: Power 30.0 - 42.0 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Acc +10 Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Perfect Control 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Ivita the Shockbraze (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 12 cold Dmg.mod +12% lightning +23% cold +12% blight Res.pen +20% lightning +25% cold ----- def ----- Armour +3 Fatigue +5% Resists +8% cold Unarmed combat: Power 29.5 - 41.3 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +12 ice On Hit: 10% Ice Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's voratun gauntlets of war-making (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +12.0% Spell.crit +7% Mind.crit +9% Crit.mult +11.00% Melee+ 10 nature Dmg.mod +5% nature ----- def ----- Armour +3 Fatigue +5% Resists +5% nature Unarmed combat: Power 37.5 - 52.5 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +18.0% Atk.spd 83% On Crit.r2 +13 nature On Hit: 10% Venomous Breath 5 On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of spellstriking (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +7 Mag +7 Wil dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 5 arcane Dmg.mod +5% arcane ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane Unarmed combat: Power 26.0 - 36.4 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Melee+ +5 arcane On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
bladed drakeskin leather hat of constitution (+8) (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +8 Str +9 Con ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 962.3 Physical damage. If the attack hits, the target is confused (42% 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 hat made of leather. Very stylish. |
stabilizing drakeskin leather hat of the bounder (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +8 Str +9 Dex ----- def ----- Armour +5 Fatigue +5% Phys.save +22 (+4 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 962.3 Physical damage. If the attack hits, the target is confused (42% 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 hat made of leather. Very stylish. |
grounding rough leather cap of strength (0) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +0 Cun +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
warlord's hardened leather cap of trickery (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Dex +5 Wil +3 Cun dps ---------- Phys.pwr +8 (+1 eff.) Apr +5 ----- def ----- Armour +3 Fatigue +3% Resists +8% physical Phys.save +8 (+1 eff.) A cap made of leather. |
Layena the Willowtide (0 def, 5 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +4 (+0 eff.) Dmg.mod +6% blight Melee Ret 2 nature ----- def ----- Armour +5 Fatigue +5% Resists +6% blight +9% nature A hat made of leather. Very stylish. |
Shadepeal the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +12 Str +8 Wil +12 Lck dps ---------- Phys.crit +4.0% Spell.crit +7% Mind.crit +6% Phys.pwr +11 (+2 eff.) Mind.pwr +5 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Armour +5 Fatigue +5% Resists +11% physical Phys.save +12 (+2 eff.) Max.HP +100.00 Pinning- +10% Teleport- +10% A cap made of leather. |
Zanirek the Galewrecker (3 def, 0 armour)2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Res.pen +25% lightning ----- def ----- Defense +3 (+1 eff.) Resists +13% fire +15% mind +15% cold Die.at -40.00 life Max.HP +60.00 Stun/Frz- +20% A pointy cloth hat, very wizardly... |
stabilizing drakeskin leather cap of the depths (0 def, 5 armour)2.0 T5 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +17% cold Phys.save +24 (+5 eff.) ---------- misc Breathe water A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +0 Cun +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+2 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
champion's voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +6 Wil ----- def ----- Armour +5 Fatigue +5% Mind.save +8 (+2 eff.) ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 agate0.0 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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 opal0.0 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. |
18 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
14 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
17 onyx0.0 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. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 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. |
4 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +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 Dmg.mod +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. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
517 alchemist agate0.0 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. |
53 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Bokigavor2.0 T1 lite [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +3% mind +0% light ----- def ----- Resists +3% nature Die.at -20.00 life ---------- misc Stam/turn +1.00 Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
powerful fungal web0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 75 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
great fungal web0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 100 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft ablative armour0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +8 Crit.dmg- 28.00% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel crystal plating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con Tinkers can be attached to normal items to improve them with steam power! |
stralite crystal plating0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +8 Str +8 Dex +8 Mag +8 Wil +8 Cun +8 Con Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel spike attachment0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 30 physical ----- def ----- Armour +12 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! |
crude waterproof coating0.0 T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +5% nature +5% cold Tinkers can be attached to normal items to improve them with steam power! |
mastercraft waterproof coating0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +20% nature +20% cold Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel kinetic stabiliser0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +9 (+2 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
stralite kinetic stabiliser0.0 T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +12 (+2 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grip0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
stralite grip0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +90% ---------- misc Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
stralite grip0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +90% ---------- misc Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
stralite grapple0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +4 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
steel toxic cannister launcher0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel mental stimulator0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
stralite mental stimulator0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +8 Cun ----- def ----- Mind.save +12 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel white light emitter0.0 T3 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +12% light ---------- misc Light +3 See.Stealth +6 Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel shocking edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel shocking edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
well-made viral injector0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
well-made viral injector0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 45] amazing fiery salve [power 45]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 98% cooldown modifier. Remove 3 magical effects and grants a fiery aura (45% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 24] simple frost salve [power 24]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 98% cooldown modifier. Remove 1 physical effects and grants a frost aura (24% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent frost salve [power 29] potent frost salve [power 29]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 98% cooldown modifier. Remove 1 physical effects and grants a frost aura (29% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 34] powerful frost salve [power 34]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 98% cooldown modifier. Remove 2 physical effects and grants a frost aura (34% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great frost salve [power 40] great frost salve [power 40]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 98% cooldown modifier. Remove 2 physical effects and grants a frost aura (40% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 45] amazing frost salve [power 45]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 98% cooldown modifier. Remove 3 physical effects and grants a frost aura (45% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 289] simple healing salve [power 289]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 98% cooldown modifier. Heal 289 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful healing salve [power 470] powerful healing salve [power 470]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 98% cooldown modifier. Heal 470 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great healing salve [power 561] great healing salve [power 561]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 98% cooldown modifier. Heal 561 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing healing salve [power 651] amazing healing salve [power 651]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 98% cooldown modifier. Heal 651 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple pain suppressor salve [power 244] simple pain suppressor salve [power 244]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 98% cooldown modifier. Let you fight up to -244 life and reduces all damage by 13% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 407] powerful pain suppressor salve [power 407]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 98% cooldown modifier. Let you fight up to -407 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
great pain suppressor salve [power 488] great pain suppressor salve [power 488]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 98% cooldown modifier. Let you fight up to -488 life and reduces all damage by 24% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing pain suppressor salve [power 570] amazing pain suppressor salve [power 570]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 98% cooldown modifier. Let you fight up to -570 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. |
powerful water salve [power 34] powerful water salve [power 34]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 98% cooldown modifier. Remove 2 mental effects and grants a water aura (34% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great water salve [power 40] great water salve [power 40]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 98% cooldown modifier. Remove 2 mental effects and grants a water aura (40% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing water salve [power 45] amazing water salve [power 45]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 98% cooldown modifier. Remove 3 mental effects and grants a water aura (45% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+3 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 590.24 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
cleansing iron torque of clear mind [power 1] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
innervating iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 119 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
innervating stralite torque of mindblast [power 285] (15 cooldown)2.0 T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 322 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 28% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle [power 95] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 99 Armor: 0 All Resist: 0 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
ash totem of healing [power 182] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
extending elm wand of shielding [power 122] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing yew wand of shielding [power 284] (20 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 284 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 62. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing dragonbone wand of shielding [power 542] (20 cooldown)2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 542 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 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"2.0 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? |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 34
62nd Regrowth 123rd year of Ascendancy at 15:37 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 43
38th Dusk 123rd year of Ascendancy at 23:18 see stats
Against all odds
Killed Ukruk in the ambush.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 34
60th Regrowth 123rd year of Ascendancy at 21:16 see stats
Arachnophobia
Destroyed the spydric menace.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 37
12nd Pyre 123rd year of Ascendancy at 00:40 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 44
41st Dusk 123rd year of Ascendancy at 01:02 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 42
2nd Flare 123rd year of Ascendancy at 18:41 see stats
Brave new world
Went to the Far East and took part in the war.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 36
9th Pyre 123rd year of Ascendancy at 09:57 see stats
Bringer of Doom
Killed a Bringer of Doom.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 19
49th Haze 122nd year of Ascendancy at 03:08 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 14
49th Dusk 122nd year of Ascendancy at 11:17 see stats
Destroyer's bane
Killed Golbug the Destroyer.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 35
5th Pyre 123rd year of Ascendancy at 18:04 see stats
Dragon's Greed
Amassed 8000 gold pieces.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 43
39th Dusk 123rd year of Ascendancy at 03:52 see stats
Earth Master
Killed Harkor'Zun.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 19
48th Haze 122nd year of Ascendancy at 09:14 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 50
26th Haze 123rd year of Ascendancy at 15:54 see stats
Exterminator
Killed 1000 creatures.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 18
7th Haze 122nd year of Ascendancy at 01:52 see stats
Fear me not!
Survived the Fearscape!By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 50
24th Haze 123rd year of Ascendancy at 01:05 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 50
22nd Haze 123rd year of Ascendancy at 13:13 see stats
Hell has no fury like a demon scorned!
Escaped the Searing Halls.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 5
77th Pyre 122nd year of Ascendancy at 03:51 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 25
2nd Allure 123rd year of Ascendancy at 21:13 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 45
41st Dusk 123rd year of Ascendancy at 08:19 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 30
46th Regrowth 123rd year of Ascendancy at 18:11 see stats
Level 10
Got a character to level 10.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 10
7th Mirth 122nd year of Ascendancy at 18:13 see stats
Level 20
Got a character to level 20.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 20
50th Haze 122nd year of Ascendancy at 04:40 see stats
Level 30
Got a character to level 30.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 30
44th Regrowth 123rd year of Ascendancy at 12:07 see stats
Level 40
Got a character to level 40.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 40
70th Pyre 123rd year of Ascendancy at 19:56 see stats
Level 50
Got a character to level 50.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 50
60th Dusk 123rd year of Ascendancy at 17:29 see stats
Once bitten, twice shy
Escaped the Anteroom of Agony.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 23
74th Haze 122nd year of Ascendancy at 00:17 see stats
Orcrist
Killed the leaders of the Orc Pride.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 50
22nd Haze 123rd year of Ascendancy at 01:28 see stats
Poisonous
Sided with the assassin lord.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 18
7th Haze 122nd year of Ascendancy at 12:48 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 50
62nd Dusk 123rd year of Ascendancy at 07:09 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 26
9th Allure 123rd year of Ascendancy at 06:06 see stats
Size is everything
Did over 1500 damage in one attack.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 50
23rd Haze 123rd year of Ascendancy at 21:43 see stats
Size matters
Did over 600 damage in one attack.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 38
53rd Pyre 123rd year of Ascendancy at 20:14 see stats
Sliders
Activated a portal using the Orb of Many Ways.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 36
5th Pyre 123rd year of Ascendancy at 23:26 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 50
26th Haze 123rd year of Ascendancy at 15:51 see stats
That was close
Killed your target while having only 1 life left.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 17
69th Dusk 122nd year of Ascendancy at 10:59 see stats
The Arena
Unlocked Arena mode.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 9
3rd Mirth 122nd year of Ascendancy at 01:12 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 27
10th Regrowth 123rd year of Ascendancy at 12:12 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 18
26th Haze 122nd year of Ascendancy at 19:21 see stats
The Sun Still Shines
Aeryn survived the last battle.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 50
26th Haze 123rd year of Ascendancy at 15:54 see stats
The secret city
Discovered the truth about mages.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 13
15th Dusk 122nd year of Ascendancy at 08:35 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 38
51st Pyre 123rd year of Ascendancy at 08:50 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 27
10th Regrowth 123rd year of Ascendancy at 14:04 see stats
Treasure Hunter
Amassed 1000 gold pieces.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 18
79th Dusk 122nd year of Ascendancy at 03:18 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By sawblades and sawblades and sawblades and sawblade the Doomelf Sawbutcher level 33
60th Regrowth 123rd year of Ascendancy at 05:08 see stats
Log
Talent Spinal Break is ready to use.
Talent Bloodstream is ready to use.
Rested for 8 turns (stop reason: all resources and life at maximum).
Sawblades and sawblades and sawblades and sawblade picks up ( .): volcanic drakeskin leather armour of cold resistance (20 def, 22 armour).
Sawblades and sawblades and sawblades and sawblade picks up ( .): Ureslak's Molted Scales (0 def, 0 armour).
Sawblades and sawblades and sawblades and sawblade picks up ( .): acidic voratun waraxe of rage (40-56 power, 6 apr).
Sawblades and sawblades and sawblades and sawblade picks up ( .): pair of voratun boots of phasing (0 def, 5 armour).
Sawblades and sawblades and sawblades and sawblade picks up ( .): stabilizing drakeskin leather cap of the depths (0 def, 5 armour).
Sawblades and sawblades and sawblades and sawblade picks up ( .): impenetrable voratun plate armour of the deep (0 def, 35 armour).
Sawblades and sawblades and sawblades and sawblade picks up ( .): impervious voratun shield of cold resistance (+30%) (0 def, 20 armour, 70-83 power, 291.5 block).
Sawblades and sawblades and sawblades and sawblade picks up ( .): enhanced voratun mace of erosion (44-62 power, 6 apr).
Lore found: Ureslak's Molted Scales
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 2 turns (stop reason: dialog is displayed).
The shield around sawblades and sawblades and sawblades and sawblade crumbles.
Talent Continuous Butchery is ready to use.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Talent Track is ready to use.
Sawblades and sawblades and sawblades and sawblade uses Track.
Today is the 27th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Sawblades and sawblades and sawblades and sawblade picks up ( .): voratun plate armour (0 def, 16 armour).
Talent Track is ready to use.
Sawblades and sawblades and sawblades and sawblade uses Track.
Ran for 14 turns (stop reason: interesting terrain).































































































































































































