











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/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 | Drem |
| Class | Alchemist |
| Level / Exp | 50 / 36% |
| Size | medium |
| Lifes / Deaths | Killed by Vulfeamo the Bringer of Doom at level 16 on the 18th Dearth 122nd year of Ascendancy at 03:36 0 / 8Killed by bloated horror at level 19 on the 15th Loss 122nd year of Ascendancy at 23:53 Killed by golem (servant of bombs and bombs and bombs and bombs and bombs and ) at level 27 on the 31st Iron 123rd year of Ascendancy at 13:18 Killed by golem (servant of bombs and bombs and bombs and bombs and bombs and ) at level 29 on the 40th Steel 123rd year of Ascendancy at 09:32 Killed by golem (servant of bombs and bombs and bombs and bombs and bombs and ) at level 30 on the 1st Gold 123rd year of Ascendancy at 09:01 Killed by golem (servant of bombs and bombs and bombs and bombs and bombs and ) at level 45 on the 11st Loss 123rd year of Ascendancy at 11:15 Killed by golem (servant of bombs and bombs and bombs and bombs and bombs and ) at level 50 on the 30th Loss 123rd year of Ascendancy at 09:30 Killed by Ce'Nulethra the fire wyrm at level 50 on the 30th Loss 123rd year of Ascendancy at 15:41 |
Primary Stats
| Strength | 22 (base 9) |
| Dexterity | 47 (base 14) |
| Constitution | 64 (base 60) |
| Magic | 142 (base 66) |
| Willpower | 69 (base 35) |
| Cunning | 125 (base 63) |
Resources
| Life | -196/1421 |
| Mana | 269/815 |
| Steam | 100/100 |
| Healing Factor | 1.3493965053825 |
| Regeneration | 7.084331653258 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +21.000000000001% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 12 |
| Infravision | 10 |
| See Stealth | 25 |
| See Invisible | 18 |
Offense: Mainhand
| Damage | 106 |
| Accuracy | 44 |
| Crit Chance | 54% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 86 |
| Crit Chance | 83% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 50% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +40% |
| Blight | +30% |
| Arcane | +86% |
| Cold | +47% |
| All | +10% |
| Darkness | +25% |
| Light | +26% |
| Temporal | +47% |
| Physical | +47% |
| Fire | +87% |
| Lightning | +47% |
Offense: Damage Penetration
| Blight | +50% |
| Fire | +25% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 29 (35.65183292883%) |
| Defense | 73 |
| Ranged Defense | 73 |
| Fatigue | 3 |
| Physical Save | 36 |
| Spell Save | 48 |
| Mental Save | 64 |
Defense: Resistances
| Acid | + 42%( 70%) |
| Arcane | + 40%( 70%) |
| Cold | + 42%( 70%) |
| All | + 27%( 70%) |
| Lightning | + 66%( 70%) |
| Light | + 41%( 70%) |
| Darkness | + 48%( 70%) |
| Fire | + 42%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 68% |
| Disarm Resistance | 100% |
| Confusion Resistance | 70% |
| Knockback Resistance | 75% |
| Stun Resistance | 90% |
| Instadeath Resistance | 100% |
| Blind Resistance | 53% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 932 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 254 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1407% for 10 turns (439 total) and instantly restoring 70 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 843 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Energy alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Acid alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Golemancy | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Fire alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 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 Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lost defiler from death by snow giant thunderer. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by orc assassin. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 fire 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 | 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 (+4 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Phys.save +15 (+6 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Pinning- +25% Stun/Frz- +40% Knockbk- +25% Teleport- +100% ---------- 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 3/32 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. |
| Quiver | 66 alchemist amber0.0 T4 yellow alchemist-gem [Normal] When used as an alchemist bomb: 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
| Light source | bright alchemist's lamp of health 1.0 T3 lite [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +16% light ----- def ----- Max.HP +49.00 ---------- misc Light +11 See.Stealth +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eremygund the drakeskin leather hat (0 def, 5 armour) 2.0 T5 head armor [Random Unique] Arcane/Nature/Master While equipped: Stats +10 Str +5 Dex +11 Mag +8 Wil +10 Cun dps ---------- Spell.crit +4% Dmg.mod +20% blight +19% arcane ----- def ----- Armour +5 Fatigue +5% Resists +3% lightning +19% light +17% darkness Mind.save +15 (+4 eff.) A hat made of leather. Very stylish. |
| Tool | stralite torque of clear mind [power 4] (8/25 cooldown)2.0 T4 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ivumina0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Mag +2 Wil +3 Cun dps ---------- Spell.pwr +21 (+4 eff.) S.pwr/crit +2 Mov.spd +21% Res.pen +25% blight Acc +10 (+4 eff.) ----- def ----- Defense +11 (+2 eff.) Blind- +33% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +4 See.Stealth +17 See.Invis +9 Blinding Speed: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
| On fingers | voratun ring 'Coalfist'0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +24 Cun +16 Dex dps ---------- Acc +20 (+7 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Resists +3% nature Max.HP +40.00 Disarm- +37% Pinning- +43% Knockbk- +50% ---------- misc Infravis +1 Rings make your fingers look great! |
| Around waist | balancing hardened leather belt of magery 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Dex +6 Mag +7 Wil +4 Cun dps ---------- Phys.crit +8.0% Spell.crit +5% Mind.crit +8% ---------- misc Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 A belt that goes around your waist. |
| In main hand | imbued dragonbone vilestaff of the prodigy (30-36 power, 6 apr, acid element) 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * flashes light on your target dealing 111 damage While equipped: Stats +10 Mag +6 Wil +9 Cun dps ---------- Spell.crit +5% Crit.mult +15.00% Spell.pwr +15 (+3 eff.) S.pwr/crit +7 Dmg.mod +30% acid ---------- misc Talents +1 Command Staff On Spell Hit: 10% Curse of Defenselessness 2 Staves designed for wielders of magic, by the greats of the art. |
| On hands | spellstreaming hardened leather gloves of spellstriking (0 def, 2 armour) 1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 6 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Resists +5% arcane Disarm- +100% ---------- misc Mana/turn +0.22 Talents +5 Iron Grip Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +14 arcane On Hit: 10% Manathrust 3 On Hit: 10% Elemental Bolt 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Galen's Flowing Robe (0 def, 10 armour) 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Phys.crit +5.0% Spell.crit +17% Mind.crit +5% Spell.pwr +35 (+7 eff.) Dmg.mod +37% lightning +37% temporal +37% physical +37% cold +37% fire +37% arcane +10% all ----- def ----- Armour +10 Resists +15% all Crit.dmg- 35.00% ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
| Cloak | Ethereal Embrace (10 def, 0 armour) 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+2 eff.) Resists +30% lightning +12% darkness +0% cold +0% nature +12% arcane Shield.dur +1 Shield.pwr +15% Stun/Frz- +50% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.2 Pwr.cost 28 out of 16/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 248.91 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Around neck | vitalizing stralite amulet of vision0.1 T4 amulet jewelry [Ego++] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +7 (+3 eff.) Max.HP +53.00 HP.reg +5.00 Blind- +20% ---------- misc Infravis +5 Sight +2 See.Invis +9 Amulets make your neck look great! |
Inventory
medical injector implant of the sneak (efficiency 206% / cooldown 55%)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 206% efficiency and cooldown mod of 55%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 186% / cooldown 73%)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 186% efficiency and cooldown mod of 73%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Infusion of Wild Growth (rad 5; dur 10;)0.1 T3 infusion scroll [Plot Item] Nature 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 nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 96.63 physical damage and 144.61 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Primal Infusion (affinity 17%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature 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 nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the wizard (speed 827%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 827% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 383; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 383 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 760; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 760 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of the Rift (426.00 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 626.22 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; temporal, physical, darkness, light)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 temporal, 2 physical, 5 darkness, 3 light Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the psychic (regen 1014% over 10 turns; mana 51; cd 18)0.1 rune scroll [Ego] 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 usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1014% for 10 turns (316 total) and instantly restoring 51 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. 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. |
3 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. |
2 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. |
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. |
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. |
6 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. |
2 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. |
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. |
2 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. |
4 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. |
5 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. |
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. |
2 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. |
3 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. |
6 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. |
4 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: 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. |
5 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. |
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. |
3 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. |
2 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. |
2 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. |
2 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. |
2 schematic: Rustproof 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. |
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. |
2 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. |
3 schematic: Second Skin0.1 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: 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. |
3 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. |
5 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. |
3 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. |
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. |
7 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. |
schematic: Viral Needlegun0.1 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: 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. |
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. |
schematic: White Light Emitter0.1 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: 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! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+6 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
restful steel amulet of magic (+4)0.1 T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
mindweaver's voratun amulet of mastery (0.40 Steamtech / Chemistry)0.1 T5 amulet jewelry [Ego+] Master/Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +13 (+5 eff.) ----- def ----- Mind.save +13 (+3 eff.) Confus- +18% ---------- misc Masteries +0.40 Steamtech/Chemistry 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. |
copper ring 'Eclipseire'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex +2 Con dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +10 Phys.save +4 (+2 eff.) ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +7 (+1 eff.) Mind.pwr +6 (+2 eff.) Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon 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 (+4 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. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
psionicist's steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
psionicist's steel ring of frost (+20%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Mind.save +6 (+2 eff.) Rings make your fingers look great! |
savior's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +7 (+1 eff.) Mind.pwr +7 (+3 eff.) ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +8 (+2 eff.) Rings make your fingers look great! |
Bethoriata the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +3 Mag dps ---------- Dmg.mod +6% acid +15% temporal +13% darkness Res.pen +10% acid Acc +8 (+3 eff.) ----- def ----- Resists +26% darkness +3% temporal Spell.save +6 (+2 eff.) Rings make your fingers look great! |
pixie's gold ring of clarity0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +4 Mag dps ---------- Spell.pwr +7 (+1 eff.) ----- def ----- Mind.save +8 (+2 eff.) Confus- +25% Rings make your fingers look great! |
sneakthief's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +7 Dex dps ---------- Acc +7 (+3 eff.) Rings make your fingers look great! |
gladiator's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Str +8 Con dps ---------- Phys.pwr +9 (+3 eff.) ----- def ----- Max.HP +55.00 HP.reg +13.00 Heal.mod +10% Rings make your fingers look great! |
pixie's stralite ring of pilfering0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Cun +4 Mag dps ---------- Spell.pwr +10 (+2 eff.) Acc +12 (+4 eff.) Apr +11 ----- def ----- Defense +10 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 135% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.8 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 458.56 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Glinthacker the elven-wood vilestaff (25-30 power, 5 apr, acid element)5.0 T4 staff 2H weapon [Rare] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +12 Mag +9 Wil +15 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) S.pwr/crit +8 Dmg.mod +46% acid +3% light Res.pen +20% acid +10% mind +15% light On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Resists +3% mind ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Gelamachak the dragonbone starstaff (41-49 power, 6 apr, physical element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 41.0 - 49.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +23 (+4 eff.) Dmg.mod +6% blight +41% physical Res.pen +10% arcane Phasing +10% ----- def ----- Armour +9 Hardiness +10% Resists +20% physical Phys.save +5 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel dragonbone magestaff of warding (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Ego] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Crit.mult +13.00% Spell.pwr +15 (+3 eff.) Dmg.mod +30% lightning ----- def ----- Armour +6 Defense +6 (+1 eff.) ---------- misc Wards +2 lightning Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone starstaff of wizardry (30-36 power, 6 apr, light element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.crit +5% Crit.mult +33.00% Spell.pwr +30 (+6 eff.) Melee+ 20 fire Dmg.mod +30% light ---------- misc Max.mana +89.00 See.Invis +14 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone magestaff (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Ego+] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +5% Spell.pwr +22 (+4 eff.) Dmg.mod +30% lightning ----- def ----- HP.reg +1.40 Heal.mod +27% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
inquisitor's voratun battleaxe of torment (57-86 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego++] Disrupt/Psionic Power 57.0 - 85.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Deals 89 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Massive two-handed battleaxes. |
quick voratun battleaxe of paradox (58-86 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Arcane/Master Power 57.5 - 86.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +20 temporal While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Acc +17 (+6 eff.) ----- def ----- Resists +19% temporal Massive two-handed battleaxes. |
warbringer's voratun greatmaul of rage (69-104 power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego++] Master Power 69.0 - 103.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Str +6 Con dps ---------- Phys.pwr +14 (+5 eff.) Dmg.mod +19% physical Res.pen +17% physical Acc +24 (+8 eff.) ----- def ----- Disarm- +35% Massive two-handed mauls. |
acidic voratun greatsword of daylight (61-98 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego] Arcane Power 61.0 - 97.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +24 light Against +23% Undead On Crit: * Splash the target with acid dealing 223 damage over 5 turns and reducing armor and accuracy by 28 Massive two-handed swords. |
elemental voratun longsword of corruption (44-61 power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego++] Arcane Power 43.5 - 60.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: 20% Curse of Impotence 5 On Hit: * Create an explosion dealing 134 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +19% acid Res.pen +19% acid Sharp, long, and deadly. |
flaming voratun mace of evisceration (46-65 power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Arcane/Master Power 46.5 - 65.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +13 fire On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +15 (+5 eff.) Blunt and deadly. |
voratun mace of crippling (46-64 power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Master Power 45.5 - 63.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Blunt and deadly. |
elemental voratun waraxe of crippling (38-54 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego++] Arcane/Master Power 38.5 - 53.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * Create an explosion dealing 134 acid damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Dmg.mod +18% acid Res.pen +21% acid One-handed war axes. |
voratun dagger of enduring (36-47 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Nature Power 36.0 - 46.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +12 Con +11 Wil ----- def ----- Max.HP +110.00 Sharp, short and deadly. |
dreamer's pulsing mindstar of storms (14-15 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 13.5 - 14.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +4 Dex +5 Mag +5 Wil +4 Cun +5 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 13 lightning Dmg.mod +12% lightning Res.pen +12% lightning ----- def ----- Resists +19% mind +6% lightning Mind.save +4 (+1 eff.) ---------- misc Psi/turn +0.90 Max.psi +34.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Woeflash (18-19 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 17.5 - 19.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit.r2 +20 acid On Hit: * 20% chance to reduce damage dealt by 26% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 26% ----- def ----- Resists +18% mind Mind.save +9 (+2 eff.) ---------- misc Psi/turn +1.40 Hate/kill +3.00 Psi/kill +3.00 Max.psi +91.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 122.10 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
blooming living mindstar of frost (18-19 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 17.5 - 19.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Melee+ 15 cold Dmg.mod +13% cold Res.pen +8% cold ----- def ----- Armour +13 Resists +13% cold Heal.mod +22% Heal/summ +49 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
honing living mindstar of frost (16-17 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Melee+ 5 cold Dmg.mod +7% physical +14% cold Res.pen +6% physical +19% cold ----- def ----- Armour +14 Resists +7% physical +7% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
drakeskin leather sling 'Frostseam'4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Random Unique] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +16 cold On Hit.r1 +8 cold On Crit.r2 +45 acid +61 fire +25 nature While equipped: Stats +6 Con dps ---------- All.spd +9% Dmg.mod +9% cold Res.pen +15% acid +19% fire +25% nature +25% arcane Apr +11 ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 260 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
swiftstrike stralite steamgun of recursion4.0 T4 steamgun 1H weapon Reqs Shoot [Ego++] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +800% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: Stats +5 Cun dps ---------- Phys.spd +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
enhanced voratun steamgun of recursion4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot [Ego++] Arcane/Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: Stats +6 Str +8 Dex +6 Mag +11 Wil +5 Cun +10 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steady voratun steamgun of piercing4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +5.0% Res.pen +11% all Acc +28 (+10 eff.) Apr +15 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Gewe the Brightcutter (19/19, 98-136 power, 18 apr)3.0 T5 arrow ammo Reqs Dex 48 [Random Unique] Nature/Master Power 97.5 - 136.5 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +23.0% Capacity 19 Ranged+ +20 blight +12 fire +24 nature On Hit.r1 +12 fire On Crit.r2 +8 fire On Hit: * 20% chance to reduce strength, dexterity, and constitution by 36 On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
barbed pouch of voratun shots of daylight (20/20, 66-80 power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego+] Arcane/Master Power 66.5 - 79.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +16.0% Capacity 20 Ranged+ +8 light Against +28% Undead On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of voratun shots of crippling (20/20, 51-61 power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego+] Master Power 51.0 - 61.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +19.0% Capacity 20 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
pouch of voratun shots of persecution (21/21, 57-68 power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego] Disrupt Power 57.0 - 68.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 21 Against +23% Unnatural +25% Unliving Shots are used with slings to pummel your foes to death. |
crackling voratun shield of the stars (0 def, 10 armour, 70-85 power, 199.5 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego++] Arcane When used to Attack: Power 70.5 - 84.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +200 Melee+ +15 lightning +16 light +17 darkness While equipped: Stats +4 Dex +7 Cun +5 Mag dps ---------- Dmg.mod +16% light +16% darkness Melee Ret 21 lightning ----- def ----- Armour +10 Fatigue +8% Resists +12% lightning +15% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
impervious voratun shield of the stars (0 def, 19 armour, 67-80 power, 247.5 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego++] Arcane/Master When used to Attack: Power 67.0 - 80.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +248 Melee+ +11 light +13 darkness While equipped: Stats +7 Mag +10 Cun +5 Con dps ---------- Dmg.mod +16% light +15% darkness ----- def ----- Armour +19 Fatigue +8% Resists +15% light +18% darkness Phys.save +15 (+6 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
windwalling voratun shield (0 def, 10 armour, 67-80 power, 201 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego+] Psionic When used to Attack: Power 67.0 - 80.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +201 Melee+ +20 physical While equipped: Stats +4 Wil ----- def ----- Armour +10 Fatigue +8% Resists +16% physical Shield.near.proj +68 Proj.slow +30% ---------- misc Talents +1 Block Handheld deflection devices. |
Black Robe (6 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +30 (+6 eff.) ----- def ----- Defense +6 (+1 eff.) Resists +15% all Spell.save +25 (+8 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
Lisida the elven-silk robe (7 def, 7 armour)2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag dps ---------- Mind.crit +10% Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +23% light +21% blight On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Armour +7 Defense +7 (+1 eff.) Resists +15% darkness +12% light +15% all Mind.save +51 (+13 eff.) Max.HP +50.00 ---------- misc Mana/turn +0.08 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Masochism (0 def, 0 armour)9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Blood Grasp: Level 5.0 Pwr.cost 12 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 264.46 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
nimble drakeskin leather armour of Eyal (31 def, 8 armour)9.0 T5 light armor [Ego++] Nature/Master While equipped: Stats +5 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +8 Defense +31 (+7 eff.) Fatigue +8% Max.HP +35.00 HP.reg +6.00 Heal.mod +14% A suit of armour made of leather. |
nimble drakeskin leather armour of Eyal (29 def, 8 armour)9.0 T5 light armor [Ego++] Nature/Master While equipped: Stats +6 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +8 Defense +29 (+7 eff.) Fatigue +8% Max.HP +56.00 HP.reg +7.00 Heal.mod +14% A suit of armour made of leather. |
fortifying voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Master While equipped: Stats +3 Str +5 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Max.HP +75.00 A suit of armour made of mail. |
rejuvenating voratun mail armour of fire resistance (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego] Nature/Master While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +19% fire HP.reg +5.90 ---------- misc Stam/turn +2.20 A suit of armour made of mail. |
rough leather belt 'Lightningwreck'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Spell.pwr +18 (+3 eff.) Dmg.mod +9% lightning Melee Ret 2 lightning ----- def ----- Mind.save +6 (+2 eff.) A belt that goes around your waist. |
murderer's cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Dex +3 Mag +2 Wil +2 Cun dps ---------- Spell.crit +5% Acc +5 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Dex +4 Mag +4 Wil +1 Cun dps ---------- Spell.crit +4% Acc +5 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+0 eff.) Resists +0% nature +0% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak of mindcraft (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% ----- def ----- Defense +3 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vorutta the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +2% ----- def ----- Armour +1 Resists +6% blight +3% darkness Heal.mod +10% Poison- +20% Knockbk- +10% ---------- misc Mana/turn +0.13 Max.mana +21.00 A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +12.00 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
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! |
brawler's drakeskin leather gloves of the starseeker (0 def, 3 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +4 Dex +4 Mag +7 Cun ----- def ----- Armour +3 Resists +7% light +9% darkness Phys.save +10 (+4 eff.) ---------- misc Infravis +2 Cooldown Double Strike -1 Unarmed combat: Power 26.0 - 28.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +5 Crit +16.0% Atk.spd 100% On Crit.r2 +31 light +17 darkness On Hit: 10% Set Up 5 Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 113.17 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Hettykhad' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Cun dps ---------- Melee+ 6 fire Dmg.mod +4% fire On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +6% fire Spell.save +3 (+1 eff.) Unarmed combat: Power 9.5 - 13.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 fire On Hit: 10% Fire Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
shielding linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: Stats +0 Cun +2 Mag ----- def ----- Defense +1 (+0 eff.) Spell.save +5 (+1 eff.) A pointy cloth hat, very wizardly... |
Tundrawhisper the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +0 Cun +5 Mag dps ---------- Dmg.mod +12% blight +6% mind Melee Ret 8 blight ----- def ----- Defense +2 (+0 eff.) Resists +9% mind +18% cold Spell.save +10 (+3 eff.) ---------- misc Mana/turn +0.12 Mana/s.crit +2.00 A pointy cloth hat, very wizardly... |
cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil +0 Cun dps ---------- Spell.pwr +4 (+0 eff.) ----- def ----- Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
Durogorn (5 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Str +2 Con dps ---------- Phys.crit +1.0% Acc +10 (+4 eff.) ----- def ----- Armour +1 Defense +5 (+1 eff.) Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
grounding rough leather cap of the depths (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% cold +6% temporal ---------- misc Breathe water A cap made of leather. |
Erokor the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +4 Mag +4 Cun dps ---------- Res.pen +25% blight ----- def ----- Armour +3 Fatigue +3% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc See.Invis +9 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 118.3 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+6 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 17.60 mind and 20.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 18% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 17. Terrified: Deals 3.85 mind and 4.38 darkness damage per turn and increases cooldowns by 28%. Haunted: Causes the target to suffer 6.86 mind and 7.80 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
miner's hardened leather cap of the depths (0 def, 5 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +0 Cun ----- def ----- Armour +5 Fatigue +3% Resists +7% cold ---------- misc Infravis +2 Breathe water A cap made of leather. |
Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+1 eff.) Acc +20 (+7 eff.) Apr +15 ----- def ----- Defense +10 (+2 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
miner's dwarven-steel helm of blood magic (0 def, 7 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +3% Dmg.mod +10% blight +8% arcane ----- def ----- Armour +7 Fatigue +4% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 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 When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 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 When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 When used as an alchemist bomb: Bomb damage +25% 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 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
46 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. |
alchemist emerald0.0 T3 green alchemist-gem [Normal] When used as an alchemist bomb: Additional 50 poison damage Gems can be sold for money or used in arcane rituals. |
ethereal alchemist's lamp of corpselight0.0 T3 lite [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) ----- def ----- Resists +10% blight +8% darkness ---------- misc Light +6 Infravis +5 See.Invis +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 39 blight damage or heals 45 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Belimagar1.0 T5 lite [Random Unique] Nature/Disrupt/Master While equipped: Stats +3 Dex dps ---------- Mind.crit +3% Crit.mult +5.00% Mind.pwr +5 (+2 eff.) ----- def ----- Resists +3% all Phys.save +9 (+4 eff.) Spell.save +14 (+4 eff.) Heal.mod +30% Blind- +30% Confus- +24% ---------- misc Psi/ret +0.16 Light +10 See.Stealth +12 See.Invis +23 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
dwarven steel back support0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -12% ---------- misc Max.enc +30 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! |
stralite spike attachment0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 40 physical ----- def ----- Armour +16 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
perfect waterproof coating0.0 T5 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +25% nature +25% 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 (+4 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 (+5 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% 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! |
good focus lens0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 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 crystal edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: dps ---------- Crit.mult +9.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
perfect mana coil0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: ---------- misc Mana/turn +5.00 Mana regeneration, on spell hit 25% chances to cast lightning. 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: Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
woodsman's iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 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 (0/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 844.80 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 24/25 This rod carved out of a giant spider fang continuously drips venom. |
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: "Home, Horrific Home"2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Achievements
A View From The Gallery
Briefly lived as a lowly halfling during the time of the Sher'tuls.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 31
12nd Gold 123rd year of Ascendancy at 14:48 see stats
A dangerous secret
Found the mysterious staff and told Last Hope about it.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 31
3rd Gold 123rd year of Ascendancy at 22:46 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 42
8th Loss 123rd year of Ascendancy at 12:20 see stats
Against all odds
Killed Ukruk in the ambush.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 31
2nd Gold 123rd year of Ascendancy at 05:19 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 27
31st Iron 123rd year of Ascendancy at 17:18 see stats
Arachnophobia
Destroyed the spydric menace.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 35
24th Stralite 123rd year of Ascendancy at 23:32 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 bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 43
10th Loss 123rd year of Ascendancy at 08:16 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 40
1st Loss 123rd year of Ascendancy at 12:33 see stats
Bookception!
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 45
11st Loss 123rd year of Ascendancy at 14:52 see stats
Brave new world
Went to the Far East and took part in the war.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 34
21st Stralite 123rd year of Ascendancy at 19:11 see stats
Bringer of Doom
Killed a Bringer of Doom.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 16
18th Dearth 122nd year of Ascendancy at 06:37 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 27
4th Steel 123rd year of Ascendancy at 13:07 see stats
Destroyer's bane
Killed Golbug the Destroyer.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 33
17th Stralite 123rd year of Ascendancy at 16:09 see stats
Earth Master
Killed Harkor'Zun.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 21
6th Shortage 122nd year of Ascendancy at 10:20 see stats
Exterminator
Killed 1000 creatures.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 17
19th Dearth 122nd year of Ascendancy at 19:59 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 24
24th Shortage 122nd year of Ascendancy at 14:28 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 27
24th Iron 123rd year of Ascendancy at 14:50 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 bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 44
10th Loss 123rd year of Ascendancy at 11:29 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 bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 32
14th Gold 123rd year of Ascendancy at 10:05 see stats
Level 10
Got a character to level 10.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 10
29th Voratun 122nd year of Ascendancy at 10:33 see stats
Level 20
Got a character to level 20.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 20
19th Loss 122nd year of Ascendancy at 19:12 see stats
Level 30
Got a character to level 30.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 30
41st Steel 123rd year of Ascendancy at 22:27 see stats
Level 40
Got a character to level 40.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 40
7th Wealth 123rd year of Ascendancy at 01:26 see stats
Level 50
Got a character to level 50.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 50
29th Loss 123rd year of Ascendancy at 22:47 see stats
Poisonous
Sided with the assassin lord.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 18
28th Dearth 122nd year of Ascendancy at 18:52 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 26
11st Iron 123rd year of Ascendancy at 14:40 see stats
Size is everything
Did over 1500 damage in one attack.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 41
6th Loss 123rd year of Ascendancy at 04:50 see stats
Size matters
Did over 600 damage in one attack.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 15
14th Dearth 122nd year of Ascendancy at 19:19 see stats
Sliders
Activated a portal using the Orb of Many Ways.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 34
18th Stralite 123rd year of Ascendancy at 01:44 see stats
That was close
Killed your target while having only 1 life left.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 16
18th Dearth 122nd year of Ascendancy at 06:37 see stats
The Arena
Unlocked Arena mode.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 8
24th Voratun 122nd year of Ascendancy at 05:47 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 18
2nd Loss 122nd year of Ascendancy at 08:34 see stats
The secret city
Discovered the truth about mages.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 13
20th Profit 122nd year of Ascendancy at 04:34 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 36
4th Voratun 123rd year of Ascendancy at 13:54 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 30
41st Steel 123rd year of Ascendancy at 22:36 see stats
Treasure Hunter
Amassed 1000 gold pieces.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 17
19th Dearth 122nd year of Ascendancy at 17:11 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 30
2nd Gold 123rd year of Ascendancy at 01:51 see stats
You were not supposed to see that!
Read a Forbidden Tome.By bombs and bombs and bombs and bombs and bombs and the Drem Alchemist level 44
10th Loss 123rd year of Ascendancy at 14:11 see stats
Log
Ce'Nulethra the fire wyrm's devouring flames area effect drains life from Lashing Tentacle!
Ce'Nulethra the fire wyrm's devouring flames area effect drains life from Gorbat, Supreme Wyrmic of the Pride!
Fire wyrm's devouring flames area effect drains life from Gorbat, Supreme Wyrmic of the Pride!
Fire wyrm's devouring flames area effect drains life from Lashing Tentacle!
Fire wyrm's devouring flames area effect drains life from bombs and bombs and bombs and bombs and bombs and !
Fire wyrm's devouring flames area effect drains life from Ce'Nulethra the fire wyrm!
Fire drake receives 3 healing from Something.
Fire wyrm receives 2 healing from Gorbat, Supreme Wyrmic of the Pride.
Fire wyrm receives 2 healing from Lashing Tentacle.
Burning from Fire drake hits Ce'Nulethra the fire wyrm for 20 fire damage.
Burning from Fire drake hits Fire wyrm for 0 fire damage.
Fire wyrm receives 3 healing from bombs and bombs and bombs and bombs and bombs and .
Ce'Nulethra the fire wyrm's devouring flames area effect hits Fire drake hatchling for 0 fire damage.
Ce'Nulethra the fire wyrm's devouring flames area effect hits Fire wyrm for 0 fire damage.
Ce'Nulethra the fire wyrm's devouring flames area effect hits Lashing Tentacle for 11 fire damage.
Ce'Nulethra the fire wyrm's devouring flames area effect hits bombs and bombs and bombs and bombs and bombs and for 15 fire damage.
Ce'Nulethra the fire wyrm's devouring flames area effect hits Fire drake for 0 fire damage.
Ce'Nulethra the fire wyrm's devouring flames area effect hits Gorbat, Supreme Wyrmic of the Pride for 11 fire damage.
Fire wyrm receives 2 healing from Ce'Nulethra the fire wyrm.
Fire drake receives 4 healing from Something.
Fire drake receives 1 healing from Something.
Fire wyrm's devouring flames area effect hits Fire drake hatchling for 0 fire damage.
Fire wyrm's devouring flames area effect hits Gorbat, Supreme Wyrmic of the Pride for 15 fire damage.
Fire wyrm's devouring flames area effect hits Lashing Tentacle for 16 fire damage.
Fire wyrm's devouring flames area effect hits bombs and bombs and bombs and bombs and bombs and for 21 fire damage.
Fire wyrm's devouring flames area effect hits Fire drake for 0 fire damage.
Fire wyrm's devouring flames area effect hits Ce'Nulethra the fire wyrm for 14 fire damage.
Ce'Nulethra the fire wyrm roars!
Ce'Nulethra the fire wyrm hits bombs and bombs and bombs and bombs and bombs and for 85 physical damage.
bombs and bombs and bombs and bombs and bombs and the level 50 drem alchemist was mutilated to death by Ce'Nulethra the fire wyrm on level 3 of Gorbat Pride.
















































































































































































