










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Store Wish List 1.7.0Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Embers of Rage 1.7.4Official Expansion!Better Item Description 1.7.4This 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 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Skirmisher |
| Level / Exp | 50 / 827% |
| Size | medium |
| Lifes / Deaths | Killed by Nerenn the blinkwyrm at level 50 on the 32nd Dusk 123rd year of Ascendancy at 02:48 / 1 |
Primary Stats
| Strength | 59 (base 14) |
| Dexterity | 126 (base 60) |
| Constitution | 34 (base 8) |
| Magic | 87 (base 62) |
| Willpower | 59 (base 33) |
| Cunning | 132 (base 60) |
Resources
| Life | 1225/1225 |
| Mana | 486/519 |
| Stamina | 359/366 |
| Steam | 100/100 |
| Healing Factor | 1.185336564623 |
| Regeneration | 32.937879724628 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +95.238095238095% |
Vision
| Sight | 13 |
| Lite | 17 |
| Infravision | 9 |
| See Stealth | 107.12507996776 |
| See Invisible | 101.12507996776 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 226 |
| Accuracy | 90 |
| Crit Chance | 62% |
| APR | 38 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +17% |
| Blight | +23% |
| Arcane | +23% |
| Cold | +26% |
| All | +14% |
| Darkness | +29% |
| Light | +48% |
| Temporal | +22% |
| Fire | +20% |
| Physical | +104% |
Offense: Damage Penetration
| Acid | +64% |
| Temporal | +32% |
| Mind | +50% |
| Physical | +97% |
| Cold | +45% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 84 (100%) |
| Defense | 109 |
| Ranged Defense | 109 |
| Fatigue | 0 |
| Physical Save | 39 |
| Spell Save | 47 |
| Mental Save | 53 |
Defense: Resistances
| Acid | + 63%( 70%) |
| Blight | + 57%( 70%) |
| Arcane | + 56%( 70%) |
| Cold | + 47%( 70%) |
| All | + 42%( 70%) |
| Darkness | + 57%( 70%) |
| Light | + 50%( 70%) |
| Physical | + 52%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 65%( 70%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 65% |
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 535 damage for 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 149 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 Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 146% efficiency and cooldown mod of 50%. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 138 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. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Cunning / Poisons | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Cunning / Called Shots | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.70 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Apply Poison |
| talent | Counter Shot |
| talent | Numbing Poison |
| talent | Trained Reactions |
| talent | Pace Yourself |
| talent | Premonition |
| talent | Bombardment |
| talent | Crippling Poison |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Xanulena the gigantic sandworm tunneler. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Nerireda the forest troll. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)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. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found 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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2019. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 | Gloommortal the pair of drakeskin leather boots (0 def, 5 armour) =Damage / Undeterred=2.0 T5 feet armor [Rare] Arcane While equipped: Stats +4 Str dps ---------- Phys.pwr +30 (+6 eff.) Dmg.mod +30% physical Res.pen +29% acid Apr +4 ----- def ----- Armour +5 Resists +12% darkness +5% physical Phys.save +15 (+5 eff.) Silence- +50% Confus- +43% Pinning- +25% Stun/Frz- +34% Knockbk- +25% Teleport- +100% A pair of boots made of leather. |
| Quiver | Ce'Nyda the Frozenspawner (21/21, 42-50 power, 5 apr)3.0 T4 shot ammo [Random Unique] Arcane Power 42.0 - 50.4 Physical Uses 50% Cun, 50% Mag, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 21 Rld cld 4 Ranged+ +17 blight +16 mind On Hit.r1 +8 mind +12 cold On Hit: 20% Epidemic 4 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 26 * 25% chance for lightning to strike from the target to a second target dealing 92 damage While equipped: Shots are used with slings to pummel your foes to death. |
| Light source | Branuhad =Crit15/Blind43/Conf30=1.0 T5 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% blight +20% light ----- def ----- Defense +25 (+4 eff.) Resists +15% blight +4% physical +5% arcane +6% fire Crit.chn- 15.00% Blind- +43% Confus- +30% Knockbk- +20% ---------- misc Light +16 See.Stealth +27 See.Invis +21 Track: Puts all charms on 33 cooldown Level 3.9 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 34 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed A Helmet. But with steam power! |
| On hands | voratun gauntlets 'Skybrand' (0 def, 10 armour) =APR / Stam=1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +7 Dex dps ---------- Crit.mult +15.00% Mind.pwr +5 (+1 eff.) Melee+ 11 physical Dmg.mod +5% physical Acc +7 (+2 eff.) Apr +10 ----- def ----- Armour +10 Fatigue +5% Resists +9% lightning HP.reg +5.00 Disarm- +100% ---------- misc Stam/turn +1.90 Equi/ret +0.04 Max.stam +32.00 Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Elenorak the yew wand of lightning storm [power 320] (13 cooldown) =Damage / Crit15 / Conf20=2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% physical ----- def ----- Resists +5% arcane +6% physical Crit.chn- 15.00% HP.reg +4.00 Disease- +20% Confus- +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 72 lightning damage and will be dazed for 1 turn (364 total damage) Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Wheel of Fate0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +17 Cun +7 Dex dps ---------- Melee+ 15 physical Ranged+ 26 physical Dmg.mod +6% fire +12% cold Res.pen +20% cold Acc +13 (+3 eff.) On Hit (Melee): * 18% chance to reduce all saves and defense by 32 On Hit (Ranged): * 18% chance to reduce all saves and defense by 32 ----- def ----- Resists +6% fire Mind.save +12 (+4 eff.) Confus- +40% ---------- misc Hate/m.crit +2.00 Max.hate +12.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "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? |
| On fingers | Silamira the voratun ring0.1 T5 ring jewelry [Rare] Master While equipped: Stats +12 Cun +10 Dex dps ---------- Crit.mult +23.24% Acc +15 (+3 eff.) ----- def ----- Resists +27% acid +18% fire HP.reg +4.65 Blind- +23% Silence- +23% Confus- +23% Knockbk- +20% ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! |
| Around neck | stralite amulet 'Xena'0.1 T4 amulet jewelry [Random Unique] Master While equipped: Stats +8 Str +14 Dex +7 Wil +7 Cun +7 Con dps ---------- Phys.crit +1.0% Phys.pwr +5 (+1 eff.) Mov.spd +10% Dmg.mod +3% acid Acc +5 (+1 eff.) ----- def ----- Fatigue -16% Resists +3% physical HP.reg +8.00 ---------- misc Stam/turn +0.90 Amulets make your neck look great! |
| In main hand | Arthebers the drakeskin leather sling 4.0 T5 sling 1H weapon [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Proj.spd +200% Ranged+ +4 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * injects a simple virus dealing 87 blight damage on hit and lowering the victims highest stat While equipped: Stats +5 Mag +2 Wil +3 Cun dps ---------- Phys.spd +10% Dmg.mod +8% temporal +9% arcane +12% physical Res.pen +7% temporal +38% physical ---------- misc Reload +4 Vim/s.crit +2.00 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Vorolle =Attack/Summon/Crit10=1.0 T5 belt armor [Random Unique] Master While equipped: Stats +5 Dex +6 Wil +12 Cun dps ---------- Phys.crit +15.0% Mind.crit +13% Dmg.mod +25% physical Res.pen +14% physical Against +39% Summoned ----- def ----- Defense +10 (+2 eff.) Resists +12% blight +5% arcane Crit.chn- 10.00% D.Red.from +40% Summoned Proj.slow +25% Stun/Frz- +20% A belt that goes around your waist. |
| In off hand | Glorawen the stralite shield (15 def, 22 armour, 45-54 power, 251 block)7.0 T4 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 45.0 - 54.0 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +251 Melee+ +11 light +14 darkness While equipped: Stats +6 Str +5 Dex +9 Mag +5 Cun +6 Con dps ---------- Dmg.mod +14% light +15% darkness Res.pen +20% physical Acc +20 (+4 eff.) ----- def ----- Armour +22 Defense +15 (+3 eff.) Fatigue +8% Resists +14% light +14% darkness Phys.save +12 (+4 eff.) Die.at -60.00 life ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | elven-silk cloak 'Islyna' (3 def, 0 armour) =Combat / APR=2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +8 Str +3 Dex +8 Con dps ---------- Crit.mult +25.00% Res.pen +25% mind +10% acid Acc +15 (+3 eff.) Apr +12 ----- def ----- Defense +3 (+1 eff.) Resists +9% acid +30% lightning Spell.save +12 (+4 eff.) Mind.save +6 (+2 eff.) Stealth +13 Stun/Frz- +50% ---------- misc Stam/turn +1.10 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of the Archmage (10 def, 20 armour) 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +20 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Crit.chn- 35.00% Spell.save +20 (+7 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
medical injector implant (efficiency 165% / cooldown 55%)0.1 T1 implant scroll [Normal] 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 165% efficiency and cooldown mod of 55%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 139% / cooldown 50%)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 139% efficiency and cooldown mod of 50%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 13)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.0 steam per turn. Can be activated for an instant burst of 65 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 16%; 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 16% 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. |
Rune of the Rift (386.00 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 470.92 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. |
stormshield rune of the psychic (threshold 36; blocks 6; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 36 up to 6 times. 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. |
schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black 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. |
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. |
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. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
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. |
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. |
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: 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: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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! |
Bethibeth the Cloudburst =Phase / Mana=0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +1 Mag +3 Wil +3 Con dps ---------- Dmg.mod +3% blight Res.pen +20% lightning Phasing +30% ----- def ----- Fatigue -8% Phys.save +10 (+4 eff.) Max.HP +61.00 HP.reg +12.00 ---------- misc Mana/turn +0.08 Amulets make your neck look great! |
Betusenor the steel amulet =Defense Stamina=0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun +2 Con ----- def ----- Armour +10 Defense +25 (+4 eff.) Resists +6% mind Phys.save +6 (+2 eff.) ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
Choker of Dread =Blind100=0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 50 power out of 60/60 The evilness of undeath radiates from this amulet. |
Eilineldarilaith the Shadeblow =Phase / ResCap=0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +6 Mag +11 Wil dps ---------- Dmg.mod +15% darkness Phasing +30% ----- def ----- Armour +5 Defense +7 (+1 eff.) Res.Cap +4% all Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Amulets make your neck look great! |
Polilrath the Blazespawner =Tireless Combatant=0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind Melee Ret 6 mind ----- def ----- Resists +12% lightning +12% mind ---------- misc Masteries +0.28 Technique/Tireless Combatant Amulets make your neck look great! |
Shockbane the gold amulet =Conf25=0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +25% lightning +20% mind +5% nature Melee Ret 4 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Resists +15% mind +21% lightning Confus- +25% Amulets make your neck look great! |
The Far-Hand =Teleport=0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 30 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (154). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Vorira the Sewertide =Stun44=0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +10 Str +3 Con dps ---------- Dmg.mod +12% darkness Res.pen +26% nature +15% fire ----- def ----- Resists +26% lightning Stun/Frz- +44% ---------- misc See.Invis +18 Amulets make your neck look great! |
cleansing steel amulet of mastery (0.15 Steamtech / Chemistry) =Chemistry=0.1 T2 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +13% nature +12% blight Poison- +21% Disease- +24% ---------- misc Masteries +0.15 Steamtech/Chemistry Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 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. |
Muckzephyr, =Crit10 / Stun40=0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature ----- def ----- Resists +21% blight +6% nature +6% mind Crit.chn- 10.00% Spell.save +15 (+5 eff.) HP.reg +8.00 Heal.mod +21% Stun/Frz- +44% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
Tulilar the gold ring =Conf35=0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +25 (+5 eff.) Dmg.mod +6% physical Apr +4 ----- def ----- Armour +4 Phys.save +15 (+5 eff.) Mind.save +11 (+3 eff.) Confus- +35% ---------- misc Max.stam +30.00 Rings make your fingers look great! |
Xeronor =Str6 / Con5 / Conf29=0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Str +2 Wil +5 Con dps ---------- Crit.mult +5.00% Phys.pwr +7 (+1 eff.) Dmg.mod +12% arcane ----- def ----- Mind.save +8 (+2 eff.) Max.HP +36.00 Disarm- +29% Confus- +29% Pinning- +28% Knockbk- +26% ---------- misc Mana/s.crit +1.00 Rings make your fingers look great! |
conjurer's gold ring of pilfering =Will6 / Mag5=0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +11 (+3 eff.) Acc +10 (+2 eff.) Apr +10 ----- def ----- Defense +11 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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! |
conjurer's gold ring of power =Will6 / Mag5=0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Phys.pwr +7 (+1 eff.) Spell.pwr +13 (+4 eff.) Mind.pwr +8 (+2 eff.) Rings make your fingers look great! |
gold ring 'Layuwyn' =Str12=0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +11 Str dps ---------- Dmg.mod +16% mind ----- def ----- Resists +5% arcane +15% nature +16% mind Phys.save +6 (+2 eff.) Teleport- +20% Rings make your fingers look great! |
sneakthief's stralite ring of speed =Speed=0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +9 Dex dps ---------- Mov.spd +15% Acc +14 (+3 eff.) ----- def ----- Defense +13 (+2 eff.) Blinding Speed: Puts all charms on 33 cooldown Level 4.0 Pwr.cost 33 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 35% for 5 turns. Rings make your fingers look great! |
stralite ring 'Blackquench' =Str8 / Con12 / Carry=0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str +12 Con dps ---------- Phys.pwr +11 (+2 eff.) Spell.pwr +25 (+7 eff.) Res.pen +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Fatigue -7% Phys.save +10 (+4 eff.) ---------- misc Max.enc +27 Mana/s.crit +2.00 Rings make your fingers look great! |
Anydil the hardened leather belt =Stun20=1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Acc +15 (+3 eff.) ----- def ----- Defense +15 (+3 eff.) Resists +20% nature +15% darkness Mind.save +9 (+3 eff.) Max.HP +54.00 Heal.mod +15% Stun/Frz- +20% A belt that goes around your waist. |
drakeskin leather belt 'Sepsisviper' =Crit / Summons=1.0 T5 belt armor [Random Unique] Master While equipped: Stats +5 Dex +6 Wil +10 Cun dps ---------- Phys.crit +15.0% Mind.crit +15% Crit.mult +20.00% Dmg.mod +12% nature Against +45% Summoned ----- def ----- Defense +17 (+3 eff.) D.Red.from +31% Summoned Stealth +8 ---------- misc Vim/s.crit +2.00 A belt that goes around your waist. |
Ce'Nareda the cashmere cloak (12 def, 7 armour) =Crit10 / Saves=2.0 T3 cloak armor [Rare] Master While equipped: Stats +11 Dex +3 Wil dps ---------- Phys.crit +2.0% Acc +15 (+3 eff.) ----- def ----- Armour +7 Defense +12 (+2 eff.) Resists +3% physical Crit.chn- 10.00% Phys.save +19 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save +17 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chalenarisin (2 def, 0 armour) =ResPen=2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil +4 Cun dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +18% arcane Res.pen +20% arcane +20% physical Melee Ret 6 arcane ----- def ----- Defense +2 (+0 eff.) ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception =Cloak=1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Cloth of Dreams (10 def, 0 armour) =Sleep=2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +15% mind Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 9 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 54 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Frozen Shroud (12 def, 0 armour) =ResAll=2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag dps ---------- Dmg.mod +25% cold Melee Ret 60 ice ----- def ----- Defense +12 (+2 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 423.36 cold damage and condensing the air into freezing vapors that deal 141.12 cold damage (based on Magic) each turn for 10 turns. Uses 25 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Sleetriver the cashmere cloak (2 def, 0 armour) =Crit15 / Light3=2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +5 Str +3 Mag +3 Wil dps ---------- Dmg.mod +27% cold ----- def ----- Defense +2 (+0 eff.) Resists +21% acid Crit.chn- 15.00% ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Stormdare (2 def, 7 armour) =Stun20 / Crit5=2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +7 Defense +2 (+0 eff.) Resists +3% temporal +6% fire +6% nature +16% cold Crit.chn- 5.00% Phys.save +3 (+1 eff.) Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) =Damage / ResPen=2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+7 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 41 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Earthhacker (30 def, 5 armour) =Crit15/Stun40/Conf27=3.0 T5 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Mind.pwr +30 (+9 eff.) Res.pen +25% nature On Hit (Melee): * 20% chance to slow global speed by 60% ----- def ----- Armour +5 Defense +30 (+5 eff.) Fatigue +4% Resists +12% cold Crit.chn- 15.00% Heal.mod +15% Silence- +35% Confus- +27% Stun/Frz- +40% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour) =Steam=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 (+1 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
pair of voratun boots 'Coalschism' (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Con +9 Wil dps ---------- Mind.pwr +8 (+2 eff.) Res.pen +10% darkness +10% physical ----- def ----- Armour +5 Fatigue -6% Resists +12% mind Crit.chn- 5.00% Phys.save +14 (+5 eff.) HP.reg +4.00 Heal.mod +10% Silence- +40% Confus- +49% Stun/Frz- +50% ---------- misc Max.enc +50 Blindside: Puts all charms on 21 cooldown Level 2.0 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour) =Stun30=1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Nogoldir the drakeskin leather gloves (0 def, 3 armour) =Crit15/Stamina/Regen=1.0 T4 hands armor [Rare] Psionic While equipped: Stats +5 Str +5 Dex +6 Cun ----- def ----- Armour +3 Crit.chn- 15.00% HP.reg +11.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +1.90 Max.stam +40.00 Infravis +3 See.Invis +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Steam Powered Gauntlets (0 def, 12 armour) =Crit / Damage=1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Alufast the hardened leather cap (0 def, 3 armour) =ResPen=2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Spell.pwr +30 (+9 eff.) Dmg.mod +6% blight Res.pen +10% arcane +25% physical ----- def ----- Armour +3 Fatigue +3% Phys.save +15 (+5 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A cap made of leather. |
Brass Goggles (10 def, 0 armour) =Physics/Chem/Blind100=2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+1 eff.) Acc +20 (+4 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! |
Eastern Wood Hat (15 def, 0 armour)2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+8 eff.) Apr +15 ----- def ----- Defense +15 (+3 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Helm of Knowledge (0 def, 12 armour) =Unique Objects=3.0 T3 head armor Reqs Heavy armour training [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +15% mind +10% arcane +15% light HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 17 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
Helm of the Dwarven Emperors (0 def, 6 armour) =Blind30 / Conf30 / L6=3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Omniscience (7 def, 0 armour) =Conf40=1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+6 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+1 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+8 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 25 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Quasit's Skull (0 def, 12 armour) =Stun30=3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
hardened leather cap 'Emelewyn' (0 def, 3 armour) =Conf20=2.0 T3 head armor [Rare] Master While equipped: Stats +7 Dex dps ---------- Phys.crit +4.0% Crit.mult +20.00% Res.pen +10% physical ----- def ----- Armour +3 Fatigue +3% Mind.save +6 (+2 eff.) Max.HP +100.00 Confus- +20% ---------- misc Mana/s.crit +2.00 A cap made of leather. |
Summertide (17 def, 15 armour, 52-62 power, 260 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 52.0 - 62.4 Light Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+3 eff.) Rng.Def +17 (+3 eff.) Fatigue +12% Resists +20% light +10% fire +15% darkness +12% mind Mind.save +18 (+6 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 99.06 to 123.83 light damage (based on Willpower and Cunning). Uses 10 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
voratun shield 'Koryruidunarek' (0 def, 10 armour, 64-77 power, 197.5 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 64.0 - 76.8 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +198 On Hit.r1 +12 blight While equipped: Stats +11 Str +13 Dex +1 Wil dps ---------- Spell.pwr +10 (+3 eff.) S.pwr/crit +2 Melee+ 23 lightning Res.pen +5% temporal Phasing +30% Acc +24 (+5 eff.) Melee Ret 16 lightning 4 arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Fatigue +8% Resists +28% acid +6% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
10 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1117 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. |
7 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Undeathcrypt' (dig speed 22 turns) =Wreckage / Crit15=3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Cun +5 Str dps ---------- Res.pen +25% arcane +15% nature Apr +7 Melee Ret 10 arcane ----- def ----- Crit.chn- 15.00% ---------- misc See.Invis +6 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolรซ =Help=2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 66 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang =ESP=1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
8 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh =Poosh=5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 82 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Beleda the Sleetreeve =Crit / ResPen=1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +6 Wil dps ---------- Phys.crit +5.0% Crit.mult +20.00% Phys.pwr +9 (+2 eff.) Dmg.mod +24% cold +6% arcane Res.pen +27% arcane +13% all Apr +15 ----- def ----- Resists +6% cold ---------- misc Light +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Brandtrencher the dwarven lantern =Stun20=0.0 T5 lite [Rare] Arcane While equipped: Stats +7 Dex +8 Mag dps ---------- Spell.pwr +14 (+4 eff.) ----- def ----- Armour +8 Defense +10 (+2 eff.) Resists +12% temporal +9% fire Pinning- +20% Stun/Frz- +20% ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
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. |
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. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
46 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
6 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 137% of the healing done. This effect scales with your Magic stat.. Uses 62 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 33] amazing fiery salve [power 33]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 50% cooldown modifier. Remove 3 magical effects and grants a fiery aura (33% fire, light and lightning affinity) Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 33] amazing frost salve [power 33]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 50% cooldown modifier. Remove 3 physical effects and grants a frost aura (33% cold, darkness and nature affinity) Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 472] amazing healing salve [power 472]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 50% cooldown modifier. Heal 472 Puts Talent Medical Injector on 13 cooldown Medical salve. |
amazing pain suppressor salve [power 413] amazing pain suppressor salve [power 413]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 50% cooldown modifier. Let you fight up to -413 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
amazing water salve [power 33] amazing water salve [power 33]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 50% cooldown modifier. Remove 3 mental effects and grants a water aura (33% blight, mind and acid affinity). Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
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. |
plaguebringer's pouch of voratun shots of annihilation (16/18, 64-76 power, 14 apr) =Epidemic=3.0 T5 shot ammo [Ego++] Arcane/Master Power 63.5 - 76.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +14 Crit +15.0% Capacity 18 Proj.spd +200% Ranged+ +10 blight On Hit: 20% Epidemic 5 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 26 Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Oozeraven' (24/24, 65-78 power, 6 apr) =Wound=3.0 T5 shot ammo [Rare] Master Power 65.0 - 78.0 Physical Uses 50% Cun, 50% Mag, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +22.0% Capacity 24 Ranged+ +20 darkness +20 nature On Hit.r1 +20 cold +16 darkness +20 nature On Crit: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
amazing fungal web0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 125 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
perfect acid groove0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
perfect acid groove0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
perfect head lamp0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +25 (+5 eff.) ---------- misc Light +7 Tinkers can be attached to normal items to improve them with steam power! |
perfect poison groove0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
perfect poison groove0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
perfect thunderclap coating0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag On Hit.r1 +90 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
perfect thunderclap coating0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag On Hit.r1 +90 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
voratun back support0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -20% ---------- misc Max.enc +50 Tinkers can be attached to normal items to improve them with steam power! |
voratun power distributor0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ---------- misc Stam/turn +0.50 Mana/turn +0.50 Psi/turn +0.50 Tinkers can be attached to normal items to improve them with steam power! |
voratun rocket boots0.0 T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
Starstrike [power 188] (13 cooldown) =Heal / Conf20 / Stun20=2.0 T2 totem charm [Rare] Nature While equipped: Stats +4 Wil dps ---------- Melee Ret 4 light ----- def ----- Resists +3% temporal Die.at -80.00 life Heal.mod +15% Confus- +20% Stun/Frz- +20% Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Ravenreign the yew wand of clairvoyance [power 12] (13 cooldown) =Crit15/L3/Clairvoyance=2.0 T3 wand charm [Rare] Arcane While equipped: Stats +6 Dex +3 Wil +3 Con dps ---------- Res.pen +20% darkness ----- def ----- Crit.chn- 15.00% ---------- misc Light +3 Reveal the area around you, dispelling darkness (radius 12, power 82 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 cooldown 100% to heal for 68. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of clairvoyance 'Sparkpiety' [power 12] (13 cooldown) =Blind/Sil/Conf20/Clairvoy=2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +15% lightning ----- def ----- Resists +18% nature Spell.save +18 (+6 eff.) Mind.save +6 (+2 eff.) Heal.mod +20% Blind- +20% Silence- +20% Confus- +20% Reveal the area around you, dispelling darkness (radius 12, power 82 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 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. |
7 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Skirmeletor the Skeleton Skirmisher level 36
13rd Regrowth 123rd year of Ascendancy at 06:27 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Skirmeletor the Skeleton Skirmisher level 36
9th Regrowth 123rd year of Ascendancy at 10:49 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Skirmeletor the Skeleton Skirmisher level 50
68th Pyre 123rd year of Ascendancy at 23:26 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Skirmeletor the Skeleton Skirmisher level 41
30th Regrowth 123rd year of Ascendancy at 09:12 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Skirmeletor the Skeleton Skirmisher level 50
58th Pyre 123rd year of Ascendancy at 14:32 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Skirmeletor the Skeleton Skirmisher level 40
25th Regrowth 123rd year of Ascendancy at 01:50 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Skirmeletor the Skeleton Skirmisher level 50
8th Dusk 123rd year of Ascendancy at 05:05 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Skirmeletor the Skeleton Skirmisher level 7
4th Mirth 122nd year of Ascendancy at 14:23 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Skirmeletor the Skeleton Skirmisher level 38
21st Regrowth 123rd year of Ascendancy at 18:58 see stats
Dethroned (Insane (Roguelike) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By Skirmeletor the Skeleton Skirmisher level 48
24th Pyre 123rd year of Ascendancy at 15:10 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Skirmeletor the Skeleton Skirmisher level 50
3rd Summertide 123rd year of Ascendancy at 09:22 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Skirmeletor the Skeleton Skirmisher level 32
10th Allure 123rd year of Ascendancy at 07:29 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Skirmeletor the Skeleton Skirmisher level 20
1st Time of Equilibrium 122nd year of Ascendancy at 02:41 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Skirmeletor the Skeleton Skirmisher level 27
32nd Haze 122nd year of Ascendancy at 13:24 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Skirmeletor the Skeleton Skirmisher level 34
4th Regrowth 123rd year of Ascendancy at 02:25 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Skirmeletor the Skeleton Skirmisher level 25
18th Haze 122nd year of Ascendancy at 19:47 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Skirmeletor the Skeleton Skirmisher level 42
30th Regrowth 123rd year of Ascendancy at 15:31 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Skirmeletor the Skeleton Skirmisher level 10
3rd Flare 122nd year of Ascendancy at 01:01 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Skirmeletor the Skeleton Skirmisher level 20
38th Dusk 122nd year of Ascendancy at 08:06 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Skirmeletor the Skeleton Skirmisher level 30
73rd Haze 122nd year of Ascendancy at 16:24 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Skirmeletor the Skeleton Skirmisher level 40
22nd Regrowth 123rd year of Ascendancy at 23:29 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Skirmeletor the Skeleton Skirmisher level 50
40th Pyre 123rd year of Ascendancy at 20:36 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Skirmeletor the Skeleton Skirmisher level 20
52nd Dusk 122nd year of Ascendancy at 21:08 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Skirmeletor the Skeleton Skirmisher level 50
37th Dusk 123rd year of Ascendancy at 00:25 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Skirmeletor the Skeleton Skirmisher level 43
45th Regrowth 123rd year of Ascendancy at 21:08 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Skirmeletor the Skeleton Skirmisher level 22
13rd Haze 122nd year of Ascendancy at 19:24 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Skirmeletor the Skeleton Skirmisher level 39
21st Regrowth 123rd year of Ascendancy at 22:15 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Skirmeletor the Skeleton Skirmisher level 7
2nd Summertide 122nd year of Ascendancy at 12:27 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Skirmeletor the Skeleton Skirmisher level 28
44th Haze 122nd year of Ascendancy at 05:29 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Skirmeletor the Skeleton Skirmisher level 49
30th Pyre 123rd year of Ascendancy at 20:30 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Skirmeletor the Skeleton Skirmisher level 13
9th Flare 122nd year of Ascendancy at 15:01 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Skirmeletor the Skeleton Skirmisher level 43
51st Regrowth 123rd year of Ascendancy at 21:35 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Skirmeletor the Skeleton Skirmisher level 28
43rd Haze 122nd year of Ascendancy at 20:42 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Skirmeletor the Skeleton Skirmisher level 25
24th Haze 122nd year of Ascendancy at 05:22 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Skirmeletor the Skeleton Skirmisher level 18
26th Dusk 122nd year of Ascendancy at 11:32 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Skirmeletor the Skeleton Skirmisher level 50
32nd Dusk 123rd year of Ascendancy at 02:48 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Skirmeletor the Skeleton Skirmisher level 35
7th Regrowth 123rd year of Ascendancy at 17:40 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Skirmeletor the Skeleton Skirmisher level 47
23rd Pyre 123rd year of Ascendancy at 06:57 see stats
Log
Saving done.
Today is the 42nd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
Today is the 43rd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
Today is the 44th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:35.
Today is the 45th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:01.
There is a Way to a strange portal here (press '' or right click to use).
There is a ladder to worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Skirmeletor wears (replacing Branuhad =Crit15=): Beleda the Sleetreeve =Crit / ResPen=.
You detach voratun white light emitter from your Branuhad =Crit15=.
You attach voratun white light emitter to your Beleda the Sleetreeve =Crit / ResPen=.
You gain 25.00 gold from the melting of alchemist's lamp 'Morningreaper'.
You gain 11.53 gold from the melting of watchleader's alchemist's lamp of illusion.
Skirmeletor wears (replacing Beleda the Sleetreeve =Crit / ResPen=): Branuhad =Crit15/Blind43/Conf30=.
You detach voratun white light emitter from your Beleda the Sleetreeve =Crit / ResPen=.
You attach voratun white light emitter to your Branuhad =Crit15/Blind43/Conf30=.
Skirmeletor wears (replacing Tulilar the gold ring =Conf35=): Silamira the voratun ring.
Skirmeletor wears (replacing Choker of Dread =Blind100=): stralite amulet 'Xena'.
You gain 25.00 gold from the melting of Hurekalthogorach the dragonbone totem of stinging [power 560] (13 cooldown).




























































































































































