















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.7 |
| Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows 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 1.5.0Official 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:
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Better Item Description 1.5.5This 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 Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Embers of Rage 1.5.0Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Sawbutcher |
| Level / Exp | 43 / 53% |
| Size | huge |
| Lifes / Deaths | Killed by Emeliwe the orc grand master assassin at level 43 on the 74th Regrowth 123rd year of Ascendancy at 09:41 6 / 1 |
Primary Stats
| Strength | 138 (base 60) |
| Dexterity | 61 (base 50) |
| Constitution | 35 (base 11) |
| Magic | 34 (base 10) |
| Willpower | 28 (base 10) |
| Cunning | 83.2 (base 60) |
Resources
| Life | 1277/1277 |
| Psi | 118/118 |
| Steam | 80/80 |
| Healing Factor | 1.5069268292683 |
| Regeneration | 7.9113658536583 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 11 |
| See Stealth | 52.84818890817 |
| See Invisible | 62.84818890817 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, demon/minor, demon/major |
Offense: Mainhand
| Damage | 196 |
| Accuracy | 62 |
| Crit Chance | 60% |
| APR | 76 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 97 |
| Accuracy | 62 |
| Crit Chance | 60% |
| APR | 76 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +17% |
| Darkness | +18% |
| Fire | +17% |
| All | 0% |
Offense: Damage Penetration
| Physical | +42% |
| Fire | +22% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 67.723073231957 (93.924050632911%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 56 |
| Spell Save | 44 |
| Mental Save | 51 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 63%( 70%) |
| Arcane | + 27%( 70%) |
| Cold | + 39%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 36%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 20%( 70%) |
| Lightning | + 40%( 70%) |
| Physical | + 31%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 45%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Bleed Resistance | 15% |
| Confusion Resistance | 50% |
| Stun Resistance | 100% |
| Knockback Resistance | 25% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.6 steam per turn. Can be activated for an instant burst of 93 steam. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 13% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 188% efficiency and cooldown mod of 58%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 166% efficiency and cooldown mod of 63%. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Steamtech / Furnace | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Furnace |
| talent | Tempest of Metal |
| talent | Overheat Saws |
| talent | Mow Down |
| talent | Grinding Shield |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lost tinker to the recall portal on level 1 of Dreadfell. Escort: lost tinker (level 1 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the lost tinker from death by giant lightning ant. Escort: lost tinker (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost tinker from death by Aeressra the ghast. Escort: lost tinker (level 4 of Dreadfell) | failed |
You failed to protect the lost tinker from death by Glamina the radiant horror. Escort: lost tinker (level 5 of Dreadfell) | failed |
You failed to protect the lost tinker from death by Eilinoba the skeleton warrior. Escort: lost tinker (level 8 of Dreadfell) | failed |
You failed to protect the repented thief from death by fire imp. Escort: repented thief (level 3 of Old Forest) | failed |
You failed to protect the repented thief from death by Goba the white worm mass. Escort: repented thief (level 3 of Scintillating Caves) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Dream Walk (+1 level(s)). | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within5 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. * 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 Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | Wanderer's Rest (4 def, 0 armour) 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Phys.save +15 (+5 eff.) Pinning- +125% Knockbk- +25% Teleport- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | alchemist's lamp 'Chamedor'1.0 T3 lite [Rare] Nature While equipped: Stats +2 Str +4 Mag +7 Cun +7 Con ----- def ----- Resists +10% blight Crit.dmg- 10.00% HP.reg +3.80 ---------- misc Light +6 Infravis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Silylrawe (0 def, 5 armour) 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +14 Str +7 Dex +4 Con dps ---------- Res.pen +10% mind Acc +25 (+6 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +5 Fatigue +5% Resists +6% temporal +12% light +3% blight +5% arcane +16% darkness Phys.save +11 (+4 eff.) Mind.save +11 (+4 eff.) ---------- misc Light +7 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | rough leather gloves of dispersion (0 def, 1 armour) 1.0 T1 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Melee+ 4 arcane ----- def ----- Armour +1 Resists +4% arcane ---------- misc Talents +5 Fatal Attractor Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Nerabrema [power 37] (30 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +5 Con dps ---------- Res.pen +20% physical ----- def ----- Resists +15% blight +9% fire Phys.save +15 (+5 eff.) Max.HP +20.00 Stun/Frz- +30% Teleport randomly (rad 37) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Blindstreaker the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Str +6 Mag +5 Wil +6 Con dps ---------- Phys.pwr +8 (+1 eff.) Spell.pwr +8 (+3 eff.) Dmg.mod +18% darkness Melee Ret 4 temporal ----- def ----- Resists +9% darkness Blind- +24% ---------- misc Infravis +4 See.Stealth +8 See.Invis +8 Rings can have magical properties. |
| On fingers | Amimarand the stralite ring0.1 T4 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +1 Dex +4 Mag dps ---------- Phys.pwr +13 (+2 eff.) Spell.pwr +12 (+4 eff.) Mind.pwr +5 (+2 eff.) Melee+ 26 light Ranged+ 43 light On Hit (Melee): * 29% chance to blind On Hit (Ranged): * 22% chance to blind ----- def ----- Mind.save +11 (+4 eff.) Confus- +40% ---------- misc Infravis +3 Rings can have magical properties. |
| Around neck | Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
| In main hand | Kinariraldil (40-60 power, 45 apr) 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Psionic/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +45 Crit +25.0% Atk.spd 100% Block +98 Melee+ +11 blight +12 mind On Hit.r1 +8 mind On Hit: 10% Epidemic 5 On Hit: * 10% chance to cause random gloom * 5% chance to disease On Crit: * wounds the target for 7 turns: 23 bleeding, 71% reduced healing Uses 1.0 Steam While equipped: Stats +8 Cun +4 Wil dps ---------- Phys.crit +9.0% Phys.pwr +12 (+2 eff.) ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% Mind.save +20 (+7 eff.) Disease- +18% ---------- misc Equi/ret +0.08 Infravis +1 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Girdle of the Calm Waters 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | voratun steamsaw 'Treeraptor' (38.5-57.75 power, 45 apr) 3.0 T5 steamsaw 1H weapon [Rare] Psionic/Steamtech Power 38.5 - 57.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +45 Crit +25.0% Atk.spd 100% Block +98 On Crit.r2 +8 nature On Hit: * Slows global speed by 40% * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Uses 1.0 Steam While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% Resists +15% nature +5% arcane ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Ulfyregohell the cashmere cloak (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Melee Ret 16 acid ----- def ----- Defense +2 (+1 eff.) Resists +9% blight +30% lightning Spell.save +40 (+14 eff.) Blind- +25% Disease- +15% Cut- +15% Stun/Frz- +80% ---------- misc Max.mana +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel plate armour 'Emywe' (5 def, 32 armour) 17.0 T3 massive armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Cun +1 Dex dps ---------- Melee+ 13 acid 12 fire Melee Ret 11 acid 9 fire 50 physical ----- def ----- Armour +32 Defense +5 (+2 eff.) Fatigue +25% Resists +22% acid +38% fire +8% cold ---------- misc Telepathy Demon/Minor Demon/Major Breathe water A suit of armour made of metal plates. |
Inventory
medical injector implant (efficiency 151% / cooldown 57%)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 151% efficiency and cooldown mod of 57%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 155% / 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 155% efficiency and cooldown mod of 55%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 17)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 16.9 steam per turn. Can be activated for an instant burst of 85 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 20)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 19.6 steam per turn. Can be activated for an instant burst of 98 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 14%; cure magical, physical, mental)0.1 T3 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 cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 14% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the warrior (heal 473)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 473 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+30 for 12 turns, die at -1175)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 30 for 12 turns. While Heroism is active, you will only die when reaching -1175 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+31 for 11 turns, die at -953)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 31 for 11 turns. While Heroism is active, you will only die when reaching -953 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (908% speed; 7 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 908% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
wild infusion of the sneak (resist 20%; cure mental, physical)0.1 T1 infusion scroll [Ego] 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: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
wild infusion of the sneak (resist 24%; cure mental, physical)0.1 T1 infusion scroll [Ego] 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: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 24% for 6 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Glittermistress the stralite amulet0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +6 Str +4 Dex +12 Wil ----- def ----- Resists +15% light ---------- misc See.Invis +15 Amulets can have magical properties. |
Mayythra the copper amulet0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +6 Con +6 Wil dps ---------- Mind.pwr +5 (+2 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Spell.save +30 (+10 eff.) Mind.save +6 (+2 eff.) Confus- +11% ---------- misc See.Invis +6 Amulets can have magical properties. |
gold amulet 'Eregrim'0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% physical Melee Ret 20 physical ----- def ----- Resists +12% acid +12% temporal +6% mind +6% light Crit.dmg- 10.00% Phys.save +17 (+5 eff.) Spell.save +18 (+6 eff.) Mind.save +18 (+6 eff.) Teleport- +10% Amulets can have magical properties. |
gold amulet 'Yarundil'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +5 Dex +4 Wil dps ---------- Phys.crit +2.0% Crit.mult +9.00% Acc +4 (+1 eff.) ----- def ----- Resists +22% light +21% darkness Blind- +38% ---------- misc Mana/s.crit +1.00 Amulets can have magical properties. |
grounding gold amulet of strength (+3)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets can have magical properties. |
Beykath the Eclipsevice0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +10 Str +5 Mag dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +11 (+4 eff.) Mind.pwr +11 (+4 eff.) Melee Ret 16 darkness ----- def ----- Resists +6% darkness Rings can have magical properties. |
Boltquarry0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +7 Cun +6 Wil dps ---------- Mind.pwr +11 (+4 eff.) Dmg.mod +9% darkness +18% lightning Melee Ret 12 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +24% lightning Rings can have magical properties. |
Furnacequench the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +8 Cun dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +4 (+2 eff.) Res.pen +15% fire ----- def ----- HP.reg +0.80 Stun/Frz- +24% ---------- misc Max.psi +20.00 Rings can have magical properties. |
Glareraze0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +5 Dex +7 Mag +5 Con ----- def ----- Armour +6 Phys.save +30 (+8 eff.) Spell.save +14 (+5 eff.) HP.reg +0.60 ---------- misc Max.stam +35.00 Light +3 Rings can have magical properties. |
Glimmerspiker0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +5 Dex +11 Con dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Phys.save +18 (+5 eff.) Die.at -80.00 life Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 Rings can have magical properties. |
Hurysin the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Con +4 Mag dps ---------- Mind.crit +3% ----- def ----- Crit.dmg- 10.00% Mind.save +30 (+10 eff.) Max.HP +29.00 Disarm- +31% Pinning- +26% Knockbk- +30% ---------- misc Hate/m.crit +1.00 See.Invis +9 Telepathy Humanoid/Orc Rings can have magical properties. |
copper ring 'Glowreaper'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +9% light Res.pen +10% light Acc +6 (+1 eff.) Melee Ret 8 blight On Hit (Melee): * 20% chance to disease ----- def ----- Resists +9% blight Rings can have magical properties. |
copper ring 'Glussra'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Armour +2 Resists +9% temporal +22% fire Blind- +30% Disarm- +15% Knockbk- +10% Rings can have magical properties. |
gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.50 Stun/Frz- +27% Rings can have magical properties. |
pixie's gold ring of clarity0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +7 (+3 eff.) ----- def ----- Mind.save +8 (+3 eff.) Confus- +21% Rings can have magical properties. |
savage's steel ring of misery0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +3 Cun +3 Con dps ---------- Melee+ 12 bleed Ranged+ 9 bleed On Hit (Melee): * 13% chance to cause random gloom On Hit (Ranged): * 12% chance to cause random gloom ----- def ----- Spell.save +12 (+4 eff.) ---------- misc Hate/m.crit +2.00 Max.stam +15.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
sneakthief's gold ring of darkness (+26%)0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Cun +4 Dex dps ---------- Dmg.mod +13% darkness Acc +7 (+1 eff.) ----- def ----- Resists +26% darkness Rings can have magical properties. |
titan's steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Phys.save +6 (+2 eff.) Rings can have magical properties. |
Starwalker (26-36.4 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Psionic Power 26.0 - 36.4 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +17 mind On Hit: * 25% chance to cause random gloom While equipped: Stats +5 Str +9 Dex +5 Wil +5 Cun +3 Con dps ---------- On Hit (Melee): * 36% chance to blind ----- def ----- Armour +10 Heal.mod +15% ---------- misc Max.stam +15.00 Light +3 Blunt and deadly. |
Flashrot (22-33 power, 14 apr)3.0 T3 steamsaw 1H weapon [Rare] Nature/Steamtech Power 22.0 - 33.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +47 Melee+ +20 acid +16 light Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +9% acid ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +9% light Max.HP +76.00 ---------- misc Light +3 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Smeardash the dwarven-steel steamsaw (25.5-38.25 power, 14 apr)3.0 T3 steamsaw 1H weapon [Rare] Nature/Steamtech Power 25.5 - 38.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +48 Melee+ +12 nature Uses 1.0 Steam While equipped: Stats +4 Cun dps ---------- Melee+ 8 acid Dmg.mod +9% nature Melee Ret 25 acid ----- def ----- Armour +4 Defense +15 (+7 eff.) Rng.Def +9 (+4 eff.) Fatigue +8% Resists +9% fire Mind.save +30 (+10 eff.) Stun/Frz- +20% ---------- misc Light +3 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dwarven-steel steamsaw 'Obsidianreaper' (20.5-30.75 power, 14 apr)3.0 T3 steamsaw 1H weapon [Rare] Nature/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +48 Uses 1.0 Steam While equipped: Stats +4 Wil dps ---------- Melee Ret 15 ice On Hit (Melee): * 30% chance to daze at end of turn * 30% chance to inflict 15% damage reduction ----- def ----- Armour +10 Defense +6 (+3 eff.) Fatigue +8% Resists +6% acid +16% cold Spell.save +20 (+7 eff.) Mind.save +30 (+10 eff.) Stun/Frz- +15% Knockbk- +20% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
stralite steamsaw 'Boltquill' (32.5-48.75 power, 19 apr)3.0 T4 steamsaw 1H weapon [Rare] Master/Steamtech Power 32.5 - 48.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +74 On Crit.r2 +12 lightning Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +9% lightning +12% physical +21% light Res.pen +10% light +13% physical Apr +11 On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +12% lightning ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
stralite steamsaw 'Chamikhad' (33-49.5 power, 19 apr)3.0 T4 steamsaw 1H weapon [Rare] Nature/Steamtech Power 33.0 - 49.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +79 On Hit: * 45 arcane resource burn * 45% chance to cause random gloom Uses 1.0 Steam While equipped: dps ---------- Res.pen +13% nature +10% mind Melee Ret 20 mind ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +9% acid +5% arcane +9% nature +9% all ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw 'Daimuharanik' (40-60 power, 25 apr)3.0 T5 steamsaw 1H weapon [Rare] Nature/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +98 Melee+ +27 insidious poison On Hit: * 40% chance to corrode armour by 30% Uses 1.0 Steam While equipped: Stats +3 Str +9 Dex dps ---------- Dmg.mod +12% physical Res.pen +15% physical On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% ---------- misc Stam/turn +0.40 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw 'Magmafoe' (39-58.5 power, 25 apr)3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 39.0 - 58.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 111% Block +104 On Hit.r1 +8 light On Hit: * Slows global speed by 40% Uses 1.0 Steam While equipped: Stats +6 Dex +6 Wil dps ---------- Dmg.mod +18% fire Acc +14 (+3 eff.) Melee Ret 19 ice ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% Resists +18% cold Max.HP +87.00 ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Balyntir the dwarven-steel waraxe (26.5-37.1 power, 6 apr)3.0 T3 waraxe 1H weapon [Rare] Arcane Power 26.5 - 37.1 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +6 Crit +4.5% Atk.spd 100% Melee+ +9 acid On Hit.r1 +16 physical On Crit: * splashes the target with acid While equipped: Stats +2 Str +2 Dex +1 Con dps ---------- Crit.mult +6.00% Res.pen +20% physical One-handed war axes. |
Chalosahell the iron waraxe (12-16.8 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Psionic Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 darkness Against +6% Living While equipped: ----- def ----- Resists +9% blight +3% temporal +6% mind Mind.save +6 (+2 eff.) Die.at -40.00 life Silence- +10% Stun/Frz- +10% One-handed war axes. |
Lustrevile the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +20% acid Melee Ret 12 light On Hit (Melee): * 30% chance to blind * 30% chance to corrode armour by 30% ----- def ----- Resists +6% acid Max.HP +46.00 ---------- misc Light +3 A belt that goes around your waist. |
Poribrethra the Splendourpyre1.0 T5 belt armor [Rare] Master While equipped: Stats +2 Str +5 Dex +5 Cun dps ---------- Phys.crit +12.0% Mind.crit +15% Phys.pwr +10 (+2 eff.) Acc +6 (+1 eff.) ----- def ----- Armour +4 Resists +3% physical Phys.save +30 (+8 eff.) Heal.mod +10% ---------- misc Light +2 A belt that goes around your waist. |
Tarrerach the drakeskin leather belt1.0 T5 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +1 Mag +6 Con dps ---------- Spell.crit +1% Crit.mult +5.00% Spell.pwr +4 (+2 eff.) Mind.pwr +9 (+4 eff.) Dmg.mod +24% physical +6% mind +9% arcane Res.pen +19% physical Phasing +20% ----- def ----- Fatigue -10% Mind.save +13 (+5 eff.) ---------- misc Max.enc +50 Mana/s.crit +1.00 A belt that goes around your waist. |
hardened leather belt 'Zanezilazilathad'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind Res.pen +25% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +12% acid D.Red.from +29% Summoned A belt that goes around your waist. |
Serpentine Cloak (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun +5 Con dps ---------- Res.pen +15% nature ----- def ----- Defense +10 (+5 eff.) ---------- misc Masteries +0.10 Cunning/Stealth Phase Door: Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Teleports you randomly within a small range of up to 9 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
Shinerock (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str +2 Wil +4 Con dps ---------- Dmg.mod +9% blight Res.pen +25% light Melee Ret 20 blight On Hit (Melee): * 30% chance to blind ----- def ----- Defense +2 (+1 eff.) Phys.save +11 (+4 eff.) Max.HP +82.00 ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Uremas the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Master/Psionic While equipped: Stats +6 Str +6 Dex +10 Wil +6 Cun +6 Con dps ---------- Mind.crit +8% Phys.pwr +6 (+1 eff.) Dmg.mod +6% physical Acc +4 (+1 eff.) Apr +2 ----- def ----- Defense +3 (+1 eff.) Resists +12% mind +6% temporal Spell.save -23 (-9 eff.) Mind.save +14 (+5 eff.) ---------- misc Stam/turn +1.50 Mana/turn -0.60 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. |
Vorenne (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% temporal ----- def ----- Defense +1 (+0 eff.) Resists +9% acid +0% lightning Die.at -80.00 life Max.HP +32.00 Confus- +10% Pinning- +20% Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 6% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (92 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (156 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Coalveil the pair of drakeskin leather boots (0 def, 13 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Mag +5 Wil +4 Con dps ---------- Spell.crit +3% Crit.mult +5.00% Dmg.mod +9% mind Res.pen +20% darkness ----- def ----- Armour +13 Fatigue +5% Resists +11% acid +13% fire +15% lightning +10% cold ---------- misc Mana/turn +0.33 Equi/ret +0.04 Hate/m.crit +1.00 Max.mana +40.00 Telepathy Dragon Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Shadowqueller the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +7 Str +9 Wil +8 Con dps ---------- Dmg.mod +9% acid +8% physical Res.pen +15% darkness ----- def ----- Armour +4 Fatigue +3% Resists +6% darkness +6% acid Crit.dmg- 15.00% Phys.save +0 (+0 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% ---------- misc Light +3 See.Invis +6 Size +1 Telepathy Humanoid/Orc Heave: Puts all charms on 10 cooldown Level 4.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. 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)3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+4 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
pair of drakeskin leather boots 'Aeryldanne' (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +6 Cun +6 Con ----- def ----- Armour +5 Fatigue -5% Resists +3% physical +12% cold Phys.save +46 (+12 eff.) Mind.save +37 (+12 eff.) Die.at -60.00 life Silence- +50% Confus- +48% Stun/Frz- +50% ---------- misc Max.enc +50 A pair of boots made of leather. |
undeterred pair of voratun boots of disengagement (0 def, 5 armour)3.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +5 Fatigue +4% Silence- +39% Confus- +50% Stun/Frz- +50% Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Firetrial (0 def, 2 armour)1.0 T3 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex +3 Cun +2 Con dps ---------- Melee+ 7 nature Dmg.mod +6% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +2 Resists +6% nature Phys.save +24 (+7 eff.) Spell.save +5 (+2 eff.) Mind.save +3 (+1 eff.) Disarm- +35% ---------- misc Cooldown Double Strike -1 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+5 eff.) ----- def ----- Armour +8 Defense +6 (+3 eff.) Spell.save +15 (+5 eff.) ---------- misc Light +1 Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 138.00 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Air's kiss (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Con dps ---------- On Hit (Melee): * Slows global speed by 30% * 30% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +3% Resists +12% darkness Mind.save +15 (+5 eff.) Disease- +25% Stun/Frz- +15% A cap made of leather. |
Bethovea the Lightningpierce (0 def, 5 armour)3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +2 Wil dps ---------- Dmg.mod +12% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +5 Fatigue +5% Resists +14% lightning +13% temporal +20% light +9% acid +5% arcane +14% darkness Mind.save +12 (+4 eff.) ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cyrytira the Scumspitter (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +10 Mag +5 Wil +6 Cun +8 Con dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) S.pwr/crit +2 Dmg.mod +20% acid +9% arcane Melee Ret 8 arcane ----- def ----- Defense +3 (+1 eff.) Resists +30% acid +9% nature Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Faloleyon the Phoenixtitan (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Acc +0 (+0 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal +18% blight +3% fire +6% nature Stun/Frz- +20% ---------- misc Light +0 A cap made of leather. |
Getorach the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +12 Str +5 Mag +4 Wil +3 Cun +5 Con dps ---------- Res.pen +10% arcane ----- def ----- Armour +4 Fatigue -6% Mind.save +11 (+4 eff.) ---------- misc Light +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Maladir (0 def, 4 armour)3.0 T3 head armor [Random Unique] Arcane/Nature While equipped: Stats +10 Lck dps ---------- Phys.crit +4.0% Spell.crit +3% Mind.crit +4% ----- def ----- Armour +4 Fatigue +4% Resists +13% blight +30% darkness +15% light Phys.save +9 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Stun/Frz- +10% Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Torehad (9 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +6 Wil +17 Lck dps ---------- Phys.crit +10.0% Spell.crit +8% Mind.crit +8% ----- def ----- Armour +5 Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) Fatigue +5% Resists +3% blight +14% fire +12% darkness +15% cold Mind.save +14 (+5 eff.) ---------- misc Light +2 A cap made of leather. |
dwarven-steel helm 'Sunwhisper' (5 def, 10 armour)3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +0 Cun +3 Wil dps ---------- Res.pen +25% mind Acc +0 (+0 eff.) Melee Ret 8 fire ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +4% Resists +8% blight +9% fire +6% nature +4% all Phys.save +8 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +10 (+4 eff.) Max.HP +55.00 Heal.mod +15% ---------- misc Light +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun mail armour 'Nerima' (5 def, 16 armour)14.0 T5 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Str dps ---------- Dmg.mod +6% blight +18% arcane Res.pen +10% arcane +10% blight Melee Ret 8 arcane 0 physical On Hit (Melee): * 21% chance to disease ----- def ----- Armour +16 Defense +5 (+2 eff.) Fatigue +16% Resists +15% acid +13% physical +20% darkness +12% cold +10% mind Mind.save +25 (+9 eff.) ---------- misc Light +2 Breathe water Track: Puts all charms on 30 cooldown Level 2.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Arthaldir (5 def, 19 armour)17.0 T3 massive armor [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Melee Ret 16 physical ----- def ----- Armour +19 Defense +5 (+2 eff.) Fatigue +24% Resists +10% acid +14% physical +12% blight +10% fire +10% lightning +10% cold Heal.mod +10% Pinning- +10% A suit of armour made of metal plates. |
Issakath the voratun plate armour (9 def, 16 armour)17.0 T5 massive armor [Random Unique] Nature/Master While equipped: Stats +6 Str +3 Wil +7 Con dps ---------- Dmg.mod +9% blight Melee Ret 16 blight 0 physical 14 light 8 mind ----- def ----- Armour +16 Defense +9 (+4 eff.) Fatigue +26% Resists +40% blight +24% darkness +27% lightning Max.HP +87.00 ---------- misc Light +1 A suit of armour made of metal plates. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
4 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. |
1229 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. |
3 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. |
5 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. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 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. |
3 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. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Islolle the dwarven-steel pickaxe (dig speed 25 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Cun +5 Str dps ---------- Dmg.mod +9% arcane +6% mind Apr +10 ----- def ----- Resists +5% arcane Mind.save +39 (+12 eff.) ---------- misc Psi/ret +0.20 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 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 4 turns. Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Huryruinarigund' (dig speed 7 turns)3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +7 Str +2 Dex +4 Mag +7 Wil dps ---------- Phys.crit +8.0% Mind.crit +8% ----- def ----- Armour +6 Defense +4 (+2 eff.) Fatigue -4% Resists +7% physical Max.HP +26.00 ---------- misc Max.stam +19.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 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 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Aeroldassra1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) Resists +15% lightning +2% physical Spell.save +12 (+4 eff.) Blind- +10% Stun/Frz- +10% Knockbk- +10% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Cyrethra the Brightglean2.0 T1 lite [Rare] Master While equipped: dps ---------- Melee Ret 4 nature On Hit (Melee): * Slows global speed by 15% * 30% chance to blind ----- def ----- Resists +3% light +6% nature ---------- misc Light +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern 'Gloradata'1.0 T5 lite [Random Unique] Disrupt/Master/Psionic While equipped: Stats +1 Cun dps ---------- Phys.crit +1.0% Apr +3 ----- def ----- Armour +4 Defense +12 (+6 eff.) Resists +3% all Phys.save +18 (+5 eff.) Spell.save +26 (+9 eff.) Mind.save +20 (+7 eff.) Heal.mod +25% ---------- misc Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
4 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. |
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 Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
amazing frost salve [power 44] amazing frost salve [power 44]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 188% efficiency and 58% cooldown modifier. Remove 3 physical effects and grants a frost aura (44% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing water salve [power 44] amazing water salve [power 44]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 188% efficiency and 58% cooldown modifier. Remove 3 mental effects and grants a water aura (44% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 541] great healing salve [power 541]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 188% efficiency and 58% cooldown modifier. Heal 541 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful fiery salve [power 33] powerful fiery salve [power 33]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 188% efficiency and 58% cooldown modifier. Remove 2 magical effects and grants a fiery aura (33% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 33] powerful frost salve [power 33]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 188% efficiency and 58% cooldown modifier. Remove 2 physical effects and grants a frost aura (33% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 454] powerful healing salve [power 454]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 188% efficiency and 58% cooldown modifier. Heal 454 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 33] powerful water salve [power 33]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 188% efficiency and 58% cooldown modifier. Remove 2 mental effects and grants a water aura (33% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 23] simple frost salve [power 23]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 188% efficiency and 58% cooldown modifier. Remove 1 physical effects and grants a frost aura (23% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 279] simple healing salve [power 279]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 188% efficiency and 58% cooldown modifier. Heal 279 Puts Talent Medical Injector on 15 cooldown 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. |
voratun grip0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +100% ---------- misc Talents +5 Iron Grip 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! |
warded yew totem of cure ailments [power 3] (10 cooldown)2.0 T3 totem charm [Ego+] Nature While equipped: ---------- misc Wards +2 acid +1 nature +1 light Talents +1 Ward Remove up to 3 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
3 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. |
yew wand of clairvoyance [power 12] (6 cooldown)2.0 T3 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 12, power 57 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 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. |
5 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. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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 (Madness (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Absolute Unit the Ogre Sawbutcher level 39
31st Regrowth 123rd year of Ascendancy at 10:34 see stats
A different point of view (Madness (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Absolute Unit the Ogre Sawbutcher level 35
8th Regrowth 123rd year of Ascendancy at 17:40 see stats
Against all odds (Madness (Adventure) difficulty)
Killed Ukruk in the ambush.By Absolute Unit the Ogre Sawbutcher level 39
29th Regrowth 123rd year of Ascendancy at 18:07 see stats
Brave new world (Madness (Adventure) difficulty)
Went to the Far East and took part in the war.By Absolute Unit the Ogre Sawbutcher level 42
67th Regrowth 123rd year of Ascendancy at 14:14 see stats
Bringer of Doom (Madness (Adventure) difficulty)
Killed a Bringer of Doom.By Absolute Unit the Ogre Sawbutcher level 32
78th Haze 122nd year of Ascendancy at 12:20 see stats
Can you bear it? So much bearness! (Madness (Adventure) difficulty)
Killed Borius in the Bearscape.By Absolute Unit the Ogre Sawbutcher level 25
21st Haze 122nd year of Ascendancy at 17:52 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Absolute Unit the Ogre Sawbutcher level 10
3rd Mirth 122nd year of Ascendancy at 13:17 see stats
Destroyer's bane (Madness (Adventure) difficulty)
Killed Golbug the Destroyer.By Absolute Unit the Ogre Sawbutcher level 41
53rd Regrowth 123rd year of Ascendancy at 23:27 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Absolute Unit the Ogre Sawbutcher level 30
71st Haze 122nd year of Ascendancy at 20:10 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Absolute Unit the Ogre Sawbutcher level 23
14th Haze 122nd year of Ascendancy at 07:07 see stats
Fear me not! (Madness (Adventure) difficulty)
Survived the Fearscape!By Absolute Unit the Ogre Sawbutcher level 35
16th Regrowth 123rd year of Ascendancy at 10:45 see stats
Got eggs? (Madness (Adventure) difficulty)
Finish the Pikataclysm event.By Absolute Unit the Ogre Sawbutcher level 34
8th Decay 122nd year of Ascendancy at 00:29 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Absolute Unit the Ogre Sawbutcher level 35
8th Regrowth 123rd year of Ascendancy at 17:15 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Absolute Unit the Ogre Sawbutcher level 10
3rd Mirth 122nd year of Ascendancy at 13:16 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Absolute Unit the Ogre Sawbutcher level 20
68th Dusk 122nd year of Ascendancy at 13:47 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Absolute Unit the Ogre Sawbutcher level 30
70th Haze 122nd year of Ascendancy at 22:56 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By Absolute Unit the Ogre Sawbutcher level 40
52nd Regrowth 123rd year of Ascendancy at 08:30 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Absolute Unit the Ogre Sawbutcher level 19
52nd Dusk 122nd year of Ascendancy at 13:06 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Absolute Unit the Ogre Sawbutcher level 40
52nd Regrowth 123rd year of Ascendancy at 14:04 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Absolute Unit the Ogre Sawbutcher level 25
21st Haze 122nd year of Ascendancy at 11:37 see stats
Sliders (Madness (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Absolute Unit the Ogre Sawbutcher level 41
64th Regrowth 123rd year of Ascendancy at 14:37 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Absolute Unit the Ogre Sawbutcher level 25
21st Haze 122nd year of Ascendancy at 06:57 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Absolute Unit the Ogre Sawbutcher level 10
2nd Summertide 122nd year of Ascendancy at 10:35 see stats
The Legend of Garkul (Madness (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Absolute Unit the Ogre Sawbutcher level 35
8th Regrowth 123rd year of Ascendancy at 17:40 see stats
The Right thing to do (Madness (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Absolute Unit the Ogre Sawbutcher level 20
70th Dusk 122nd year of Ascendancy at 09:51 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Absolute Unit the Ogre Sawbutcher level 10
6th Flare 122nd year of Ascendancy at 10:25 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Absolute Unit the Ogre Sawbutcher level 21
7th Haze 122nd year of Ascendancy at 03:26 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Absolute Unit the Ogre Sawbutcher level 15
22nd Dusk 122nd year of Ascendancy at 04:52 see stats
Vampire crusher (Madness (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Absolute Unit the Ogre Sawbutcher level 38
29th Regrowth 123rd year of Ascendancy at 11:12 see stats
Log
Absolute Unit activates Furnace.
Resting starts...
Talent Grinding Shield is ready to use.
Talent Implant: Medical Injector is ready to use.
Rested for 1 turns (stop reason: dialog is displayed).
Absolute Unit activates Grinding Shield.
Talent Dream Walk is ready to use.
Talent Implant: Medical Injector is ready to use.
Resting starts...
Talent Mow Down is ready to use.
Talent Tempest of Metal is ready to use.
Rested for 4 turns (stop reason: dialog is displayed).
Absolute Unit activates Tempest of Metal.
Absolute Unit activates Mow Down.
Resting starts...
Talent Ogric Wrath is ready to use.
Talent Relentless Pursuit is ready to use.
Rested for 32 turns (stop reason: all resources and life at maximum).
Absolute Unit deactivates Grinding Shield.
Absolute Unit deactivates Mow Down.
Absolute Unit deactivates Overheat Saws.
Absolute Unit deactivates Furnace.
Absolute Unit deactivates Tempest of Metal.
































































































































