















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/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. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Nightmare Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Sawbutcher |
| Level / Exp | 50 / 3182% |
| Size | gargantuan |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 197 (base 64) |
| Dexterity | 119 (base 61) |
| Constitution | 75 (base 16) |
| Magic | 32 (base 11) |
| Willpower | 67 (base 25) |
| Cunning | 97 (base 60) |
Resources
| Life | 1626/1626 |
| Steam | 80/80 |
| Healing Factor | 1.5978671711145 |
| Regeneration | 42.38658770713 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +474.71161830494% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 19 |
| Infravision | 7 |
| See Stealth | 62.62032882722 |
| See Invisible | 65.62032882722 |
Offense: Mainhand
| Damage | 228 |
| Accuracy | 88 |
| Crit Chance | 107% |
| APR | 74 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 119 |
| Accuracy | 88 |
| Crit Chance | 108% |
| APR | 74 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 57% |
| Speed | 1 |
Offense: Mind
| Mindpower | 60 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +13% |
| Fire | +19% |
| Physical | +72% |
| Mind | +13% |
| All | +7% |
Offense: Damage Penetration
| Darkness | +43% |
| Fire | +38% |
| Physical | +90% |
| Mind | +23% |
| All | +13% |
Defense: Base
| Armour (hardiness) | 88.368327183719 (100%) |
| Defense | 71 |
| Ranged Defense | 71 |
| Fatigue | 0 |
| Physical Save | 70 |
| Spell Save | 32 |
| Mental Save | 63 |
Defense: Resistances
| Acid | + 46%( 76%) |
| Blight | + 52%( 76%) |
| Arcane | + 30%( 76%) |
| Mind | + 49%( 76%) |
| All | + 26%( 76%) |
| Darkness | + 43%( 76%) |
| Light | + 37%( 76%) |
| Physical | + 54%( 76%) |
| Lightning | + 52%( 76%) |
| Fire | + 44%( 76%) |
| Nature | + 34%( 76%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 70% |
| Blind Resistance | 100% |
| Disarm Resistance | 79% |
| Bleed Resistance | 70% |
| Teleport Resistance | 100% |
| Pinning Resistance | 75% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: 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 45 up to 4 times. |
| 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 105% efficiency and cooldown mod of 50%. |
| 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 248% efficiency and cooldown mod of 62%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 23.3 steam per turn. Can be activated for an instant burst of 117 steam. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: 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 67 up to 5 times. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Butchery | 1.67 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.57 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Furnace |
| talent | Tempest of Metal |
| talent | Overheat Saws |
| talent | Melting Point |
| talent | Mow Down |
| talent | Saw Wheels |
| talent | Grinding Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by NightRog. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the injured seer from death by NightRog. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the injured seer from death by NightRog. Escort: injured seer (level 5 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by NightRog. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by NightRog. Escort: repented thief (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by NightRog. Escort: repented thief (level 7 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Horned Horror. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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: 914. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of 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. Marus of Elvala has completed an elixir of the savior 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. You have aided Agrimley the hermit in creating an elixir of explosive force. 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 brawn. 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | 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 Maj'Eyal 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 | Delotorim the pair of drakeskin leather boots (17 def, 5 armour) 2.0 T5 feet armor [Random Unique] Master While equipped: Stats +10 Str +22 Dex +2 Wil +9 Con +10 Lck dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +7% physical Res.pen +10% mind Melee Ret 8 mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +5 Defense +17 (+4 eff.) Resists +6% lightning Phys.save +15 (+3 eff.) Stealth +13 Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Size +1 A pair of boots made of leather. |
| Light source | dwarven lantern 'Dimglamour'1.0 T5 lite [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +13% all Apr +13 ----- def ----- Armour +2 Resists +6% acid +6% mind Max.HP +56.00 HP.reg +4.00 Blind- +50% Confus- +21% ---------- misc Light +13 Infravis +3 See.Stealth +15 See.Invis +18 Track: Puts all charms on 40 cooldown Level 3.6 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | 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 +65 (+13 eff.) Apr +15 ----- def ----- Defense +15 (+3 eff.) Blind- +100% ---------- misc Light +7 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. |
| On hands | Getilen the voratun gauntlets (0 def, 3 armour) 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +11 Str +2 Mag +14 Wil +11 Con dps ---------- Phys.crit +20.0% Spell.crit +20% Mind.crit +14% Crit.mult +15.00% Dmg.mod +6% mind ----- def ----- Armour +3 Fatigue +5% Disarm- +79% ---------- misc Hate/m.crit +3.00 Max.psi +40.00 Light +1 Talents +5 Spring Grapple Masteries +0.40 Technique/Grappling Unarmed combat: Power 38.5 - 53.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +23.0% Atk.spd 83% On Hit: 20% Disarm 5 On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | dwarven-steel pickaxe of wreckage (dig speed 23 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +5 Str dps ---------- Apr +9 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 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 +87 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. |
| On fingers | Wheel of Fate0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +12 Str +8 Wil +10 Cun +7 Con dps ---------- Phys.pwr +17 (+4 eff.) Mind.pwr +23 (+6 eff.) ----- def ----- Fatigue -8% Mind.save +6 (+2 eff.) ---------- misc Max.enc +32 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Aeremas the stralite ring0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +4 Str +6 Mag +8 Wil dps ---------- Dmg.mod +18% physical ----- def ----- Resists +15% blight +18% physical +12% nature HP.reg +4.00 Rings make your fingers look great! |
| Around neck | protective voratun amulet of perfection (0.37 Steamtech / Physics,0.37 Steamtech / Butchery)0.1 T5 amulet jewelry [Ego++] Master While equipped: ----- def ----- Armour +5 Defense +12 (+3 eff.) Res.Cap +6% all Phys.save +20 (+5 eff.) ---------- misc Masteries +0.37 Steamtech/Physics +0.37 Steamtech/Butchery Amulets make your neck look great! |
| In main hand | Hailweeper (34-51 power, 20 apr) 3.0 T4 steamsaw 1H weapon [Rare] Master/Steamtech Power 34.0 - 51.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +24.0% Atk.spd 100% Block +68 On Hit: * 20% chance to reduce armor by 26% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Str dps ---------- Phys.crit +13.0% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Res.pen +25% physical Apr +2 ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +6% acid ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | ravager's drakeskin leather belt of recklessness 1.0 T5 belt armor [Ego++] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +4 (+1 eff.) Dmg.mod +18% physical Res.pen +12% physical A belt that goes around your waist. |
| In off hand | voratun steamsaw 'Murkrot' (39-58 power, 20 apr) 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Psionic/Steamtech Power 39.0 - 58.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +25.0% Atk.spd 100% Block +96 Melee+ +15 cold On Crit.r2 +8 darkness On Hit: * 24% chance to reduce damage dealt by 28% * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 81 damage over 5 turns and reducing armor and accuracy by 11 Uses 1.0 Steam While equipped: dps ---------- Res.pen +30% darkness ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +6% arcane +3% darkness ---------- 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 | battlemaster's elven-silk cloak of implacability (3 def, 0 armour) 2.0 T5 cloak armor [Ego++] Nature/Master While equipped: Stats +1 Str +6 Dex +3 Con ----- def ----- Defense +3 (+0 eff.) Resists +30% lightning Phys.save +12 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +14 (+4 eff.) Die.at -50.00 life Stun/Frz- +50% ---------- misc Stam/turn +0.80 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 | Plate of the Blackened Mind (15 def, 40 armour) 17.0 T5 massive armor Reqs Massive armour training [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+3 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+3 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+3 eff.) Mind.save +25 (+7 eff.) HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 15 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 11 Armour, 16 Defense and your attacks will gain 22% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
medical injector implant of the duelist (efficiency 174% / cooldown 59%)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 174% efficiency and cooldown mod of 59%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 173% / cooldown 54%)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 173% efficiency and cooldown mod of 54%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 216% / cooldown 52%)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 216% efficiency and cooldown mod of 52%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 227% / cooldown 63%)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 227% efficiency and cooldown mod of 63%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 15)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 13)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.1 steam per turn. Can be activated for an instant burst of 66 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.3 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Infusion of Wild Growth (rad 5; dur 10;)0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 129.50 physical damage and 161.21 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Primal Infusion (affinity 17%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the warrior (heal 435; cd 15)0.1 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 instantly heal yourself for 435 then cleanse 1 wound, poison, and disease 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 nature talent. |
movement infusion of the psychic (speed 601%; cd 9)0.1 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 increase movement speed by 601% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 32%; mental, magical; dur 3; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 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 and magical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 39%; mental, physical; dur 2; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 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 and physical effect and reduce all damage taken by 39% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of 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..." |
Prismatic Rune (6 turns; acid, physical, cold, nature, fire)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 3 physical, 5 cold, 3 nature, 5 fire Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 260 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (418.00 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 447.26 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. |
shatter afflictions rune (absorb 112; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 112 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 802; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 802 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the sneak (range 117; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 117 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the sneak (range 151; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 151 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 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: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: 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. |
3 schematic: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal 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. |
schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof 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: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
3 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 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: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Belodhekira the Dawnonslaught0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +11 Dex +11 Wil dps ---------- Res.pen +15% blight +15% light ---------- misc Infravis +3 Amulets make your neck look great! |
Bethutta the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +3 Wil dps ---------- Mind.pwr +8 (+2 eff.) Res.pen +25% blight Melee Ret 2 blight ----- def ----- Resists +15% blight Mind.save +11 (+3 eff.) Blind- +19% Confus- +14% ---------- misc Infravis +6 Sight +2 See.Invis +10 Amulets make your neck look great! |
Durolach0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +14 Wil dps ---------- Mind.crit +8% Res.pen +20% arcane +25% mind Melee Ret 6 acid ----- def ----- Phys.save +25 (+6 eff.) Spell.save +25 (+11 eff.) Mind.save +30 (+8 eff.) ---------- misc Max.psi +20.00 Amulets make your neck look great! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 297 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Frost Lord's Chain0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+4 eff.) Mind.save +18 (+5 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 574.67 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Singeblow0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +5 Cun +6 Con dps ---------- Mov.spd +10% Dmg.mod +6% acid Res.pen +10% acid +10% arcane On Hit (Melee): * 20% chance to reduce armor by 26% ----- def ----- Fatigue -7% Resists +9% acid +21% fire +5% arcane HP.reg +2.00 ---------- misc Stam/turn +0.90 Amulets make your neck look great! |
Stokewoe the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +6 Dex dps ---------- Res.pen +20% fire ----- def ----- Resists +12% fire +21% temporal Pinning- +34% Knockbk- +34% ---------- misc See.Invis +18 Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (129). 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. |
Torumathel the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Dex +6 Con dps ---------- Mind.crit +1% Dmg.mod +6% mind ----- def ----- Armour +6 Resists +6% acid +1% physical Phys.save +18 (+4 eff.) Max.HP +80.00 HP.reg +9.00 Disease- +20% Silence- +20% Disarm- +21% ---------- misc Masteries +0.36 Steamtech/Automated butchery +0.36 Steamtech/Sawmaiming Amulets make your neck look great! |
Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 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. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
enraging stralite amulet of perfection (0.33 Technique / Combat training,0.33 Steamtech / Furnace)0.1 T4 amulet jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Phys.spd +10% Dmg.mod +7% physical ---------- misc Masteries +0.33 Steamtech/Furnace +0.33 Technique/Combat training Amulets make your neck look great! |
gold amulet 'Uledur'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +8 Wil dps ---------- Melee Ret 4 arcane ----- def ----- Resists +3% nature +3% acid Spell.save +6 (+3 eff.) Max.HP +20.00 HP.reg +4.00 Blind- +42% ---------- misc Infravis +7 Sight +2 See.Invis +9 Amulets make your neck look great! |
grounding gold amulet of vision0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +15% lightning Blind- +24% Stun/Frz- +26% ---------- misc Infravis +5 Sight +2 See.Invis +8 Amulets make your neck look great! |
grounding steel amulet of mastery (0.14 Steamtech / Furnace)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +22% ---------- misc Masteries +0.14 Steamtech/Furnace Amulets make your neck look great! |
restful copper amulet of mastery (0.12 Cunning / Survival)0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Masteries +0.12 Cunning/Survival Amulets make your neck look great! |
serendipitous steel amulet of vision0.1 T2 amulet jewelry [Ego++] Nature While equipped: Stats +9 Lck dps ---------- Acc +7 (+1 eff.) ----- def ----- Defense +8 (+2 eff.) Unseen.red 12% Blind- +12% ---------- misc Infravis +3 Sight +2 See.Invis +5 Amulets make your neck look great! |
stabilizing copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +12% temporal Pinning- +22% Knockbk- +26% Amulets make your neck look great! |
stabilizing steel amulet of cunning (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +11% temporal Pinning- +22% Knockbk- +21% Amulets make your neck look great! |
starseer's gold amulet of dexterity (+3)0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Dex +2 Mag dps ---------- Spell.crit +4% Spell.pwr +3 (+2 eff.) Dmg.mod +6% darkness +6% temporal +4% light +6% physical Amulets make your neck look great! |
voratun amulet0.1 T5 amulet jewelry [Normal] Amulets make your neck look great! |
warrior's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +4 Mag dps ---------- S.pwr/crit +2 ----- def ----- Resists +8% physical ---------- misc Stam/turn +0.40 Mana/turn +0.24 Max.mana +28.00 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 24/30 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. |
Blazemaim the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun +9 Dex dps ---------- Melee Ret 4 fire ----- def ----- Fatigue -6% ---------- misc Max.enc +23 Light +3 Rings make your fingers look great! |
Cureglory0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +9% arcane +6% nature Melee Ret 4 acid On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Resists +20% nature +5% arcane Rings make your fingers look great! |
Eclipsefist0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +8 Wil +12 Con dps ---------- Dmg.mod +18% lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 23% chance to reduce damage dealt by 28% ----- def ----- Resists +36% lightning ---------- misc Light +3 See.Invis +12 Rings make your fingers look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 66.32 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Hailquick0.1 T5 ring jewelry [Random Unique] Nature While equipped: Stats +5 Mag dps ---------- Dmg.mod +20% lightning ----- def ----- Resists +24% blight +12% cold +25% nature +40% lightning Poison- +48% Disease- +45% ---------- misc Light +2 Rings make your fingers look great! |
Hellviper the voratun ring0.1 T5 ring jewelry [Rare] Master While equipped: Stats +10 Str dps ---------- Dmg.mod +9% acid Res.pen +28% fire ----- def ----- Resists +9% cold +4% physical +9% light +6% arcane Mind.save +20 (+5 eff.) Max.HP +41.00 Disarm- +50% Pinning- +50% Knockbk- +45% Rings make your fingers look great! |
Islemiratta the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +4.0% ----- def ----- Resists +15% acid +3% temporal +6% light Spell.save +6 (+3 eff.) Die.at -40.00 life Max.HP +36.00 Disarm- +28% Pinning- +38% Knockbk- +38% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
Ivina the Stormjam0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +21% lightning Melee Ret 8 mind ----- def ----- Resists +12% cold Mind.save +9 (+3 eff.) Die.at -40.00 life Blind- +20% Poison- +20% Confus- +27% Knockbk- +20% Rings make your fingers look great! |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Nylafast0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Res.pen +5% mind ----- def ----- Defense +15 (+3 eff.) Resists +6% cold Crit.dmg- 5.00% Mind.save +5 (+2 eff.) Confus- +21% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Shinesteel0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +20 (+4 eff.) Mind.pwr +20 (+5 eff.) Res.pen +20% light ----- def ----- Phys.save +18 (+4 eff.) Blind- +40% ---------- misc Equi/ret +0.24 Max.hate +8.00 Infravis +6 See.Stealth +18 See.Invis +21 Rings make your fingers look great! |
Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+5 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+5 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 108.64 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Yvyratira0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Str dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +12% light +6% mind Res.pen +25% mind Acc +10 (+2 eff.) ----- def ----- Resists +24% light Die.at -80.00 life ---------- misc Max.stam +20.00 Rings make your fingers look great! |
conjurer's stralite ring of pilfering0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +8 (+4 eff.) Acc +10 (+2 eff.) Apr +11 ----- def ----- Defense +7 (+1 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gladiator's gold ring of nature (+24%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +12% nature ----- def ----- Resists +24% nature Rings make your fingers look great! |
gladiator's gold ring of sensing0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Blind- +25% ---------- misc Infravis +4 See.Stealth +5 See.Invis +8 Rings make your fingers look great! |
gladiator's voratun ring of speed0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +10 (+2 eff.) Mov.spd +18% Acc +10 (+2 eff.) ----- def ----- Defense +7 (+1 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
marksman's stralite ring of pilfering0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +8 Dex dps ---------- Acc +26 (+5 eff.) Apr +10 ----- def ----- Defense +12 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
pixie's gold ring of clarity0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +2 Mag dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+3 eff.) Confus- +20% Rings make your fingers look great! |
pixie's steel ring of clarity0.1 T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +2 Cun +4 Mag dps ---------- Spell.pwr +6 (+3 eff.) ----- def ----- Mind.save +6 (+2 eff.) Confus- +23% Rings make your fingers look great! |
psionicist's gold ring of frost (+24%)0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Mind.save +8 (+2 eff.) Rings make your fingers look great! |
psionicist's stralite ring of corrosion (+28%)0.1 T4 ring jewelry [Ego] Nature/Psionic While equipped: Stats +8 Wil dps ---------- Dmg.mod +14% acid ----- def ----- Resists +28% acid Mind.save +16 (+4 eff.) Rings make your fingers look great! |
psionicist's voratun ring of perseverance0.1 T5 ring jewelry [Ego] Master/Psionic While equipped: Stats +7 Wil ----- def ----- Mind.save +14 (+4 eff.) HP.reg +6.00 Stun/Frz- +44% Rings make your fingers look great! |
stralite ring 'Pyretickler'0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +4 Str +7 Dex +6 Wil +10 Con dps ---------- Dmg.mod +9% fire ----- def ----- Mind.save +13 (+4 eff.) Confus- +35% Rings make your fingers look great! |
titan's steel ring of perseverance0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+2 eff.) HP.reg +1.00 Stun/Frz- +27% Rings make your fingers look great! |
titan's steel ring of tenacity0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+1 eff.) Max.HP +23.00 Disarm- +20% Pinning- +23% Knockbk- +22% Rings make your fingers look great! |
treant's steel ring of perseverance0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +8% nature +7% blight HP.reg +3.00 Poison- +12% Disease- +10% Stun/Frz- +26% Rings make your fingers look great! |
warrior's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +10 Max.HP +20.00 Disarm- +31% Pinning- +25% Knockbk- +26% Rings make your fingers look great! |
warrior's steel ring of arcana (+0.10/turn)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Silence- +25% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
warrior's steel ring of darkness (+20%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +10% darkness ----- def ----- Armour +8 Resists +20% darkness Rings make your fingers look great! |
Vorutta (62-98 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master Power 61.5 - 98.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Phasing +30% While equipped: Stats +36 Str +26 Dex +38 Mag +30 Wil +33 Cun +32 Con dps ---------- Phys.crit +21.0% Crit.mult +42.00% Res.pen +15% arcane Apr +17 Melee Ret 8 acid 4 blight ----- def ----- Spell.save +12 (+6 eff.) Massive two-handed swords. |
Dawn's Blade (50-70 power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 50.0 - 70.0 Light Uses 25% Mag, 80% Str Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+5 eff.) Dmg.mod +20% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 148.73 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 35 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Twilight's Edge (47-66 power, 7 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 47.0 - 65.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Mag +4 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Hellsserpent the voratun mace (45-63 power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Nature/Master Power 45.0 - 63.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +18 nature On Crit.r2 +71 fire While equipped: Stats +3 Wil +7 Con dps ---------- Phys.pwr +15 (+3 eff.) All.spd +11% Res.pen +13% physical +15% arcane +25% fire Phasing +10% Melee Ret 6 fire ----- def ----- Disarm- +32% ---------- misc Mana/turn +0.08 Max.vim +40.00 Blunt and deadly. |
warbringer's voratun mace of ruin (43-60 power, 6 apr)3.0 T5 mace 1H weapon [Ego++] Master Power 43.0 - 60.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.crit +10.0% Crit.mult +25.00% Phys.pwr +10 (+2 eff.) Res.pen +13% physical Apr +8 ----- def ----- Disarm- +23% Blunt and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+20 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Corruptionobeisance the voratun steamsaw (40-59 power, 0 apr)3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Master/Psionic/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +111 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +13 Str +13 Dex dps ---------- Dmg.mod +6% lightning Res.pen +5% nature +15% arcane Acc +24 (+5 eff.) Melee Ret 2 nature ----- def ----- Armour +17 Defense +10 (+2 eff.) Fatigue +12% Resists +15% lightning +5% arcane +6% nature ---------- 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! |
Dethzaw (40-60 power, 27 apr)3.0 T5 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 40.0 - 60.0 Fire Uses 110% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +27 Crit +6.0% Atk.spd 100% Block +80 On Crit: * deal a melee attack against all other enemies in a circle around you Uses 1.0 Steam While equipped: Stats +8 Cun +10 Str ----- def ----- Armour +15 Defense +12 (+3 eff.) Fatigue +9% ---------- misc Talents +3 Block Masteries +0.30 Steamtech/Sawmaiming Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him. His naming skills have not improved. |
Frozensorrow the voratun steamsaw (40-61 power, 0 apr)3.0 T5 steamsaw 1H weapon [Rare] Master/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +106 Melee+ +20 arcane On Crit.r2 +16 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: Stats +7 Wil +7 Cun +7 Con dps ---------- Phys.crit +15.0% ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +6% arcane +12% cold ---------- misc Light +4 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! |
Lelylin the Cureravager (40-60 power, 0 apr)3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +88 Melee+ +4 arcane On Crit.r2 +8 nature On Hit: * 20% chance to slow global speed by 63% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Str +4 Con dps ---------- Phys.crit +13.0% Crit.mult +29.00% Res.pen +5% nature Apr +12 Melee Ret 2 nature 31 fire On Hit (Melee): * 10% chance to slow global speed by 63% On Melee Ret: * 18% chance to reduce armor by 26% ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +18% acid +19% fire +9% nature ---------- 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! |
Tareneg the voratun steamsaw (40-59 power, 0 apr)3.0 T5 steamsaw 1H weapon [Rare] Disrupt/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +106 On Hit: * 18 arcane resource burn Uses 1.0 Steam While equipped: ----- def ----- Armour +18 Defense +25 (+6 eff.) Fatigue +12% Crit.dmg- 15.00% Pinning- +10% Knockbk- +20% ---------- 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! |
Vorinne the Voidsin (30-44 power, 0 apr)3.0 T4 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 29.5 - 44.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +65 Melee+ +8 darkness On Hit.r1 +8 darkness On Hit: * 25% chance for lightning to strike from the target to a second target dealing 49 damage Uses 1.0 Steam While equipped: dps ---------- Crit.mult +20.00% S.pwr/crit +10 Res.pen +25% arcane Phasing +20% ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +15% fire ---------- 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! |
enhanced voratun steamsaw of crippling (40-61 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +104 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: Stats +8 Str +8 Dex +11 Mag +9 Wil +9 Cun +7 Con dps ---------- Phys.crit +9.0% ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
plaguebringer's voratun steamsaw of crippling (40-59 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +110 Melee+ +5 blight On Hit: 20% Epidemic 5 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 17 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +13.0% ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Disease- +30% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw 'Abyssream' (41-62 power, 0 apr)3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +92 Melee+ +4 cold +14 temporal +12 fire On Hit.r1 +4 cold On Hit: 20% Curse of Defenselessness 5 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +12% fire Melee Ret 8 cold ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +6% mind +20% temporal ---------- misc Wards +8 lightning +7 temporal +8 darkness +8 fire +7 nature +8 blight +8 cold +8 arcane +8 light Talents +1 Ward +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw 'Brodyrach' (40-60 power, 0 apr)3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +102 Melee+ +16 arcane On Hit: * 25% chance for lightning to strike from the target to a second target dealing 49 damage * Create an explosion dealing 49 acid damage (1/turn) Uses 1.0 Steam While equipped: dps ---------- Phys.crit +13.0% Crit.mult +35.00% S.pwr/crit +2 Dmg.mod +24% acid +6% arcane Res.pen +26% acid Apr +15 ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Mana/turn +0.08 Vim/s.crit +2.00 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 'Chillpiety' (41-62 power, 0 apr)3.0 T5 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +88 Melee+ +20 cold On Crit: * Splash the target with acid dealing 81 damage over 5 turns and reducing armor and accuracy by 11 Uses 1.0 Steam While equipped: Stats +4 Con dps ---------- Mind.crit +4% Res.pen +25% physical ----- def ----- Armour +6 Defense +40 (+9 eff.) Fatigue +12% Resists +21% cold ---------- misc Equi/ret +0.24 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 'Shineblight' (40-59 power, 0 apr)3.0 T5 steamsaw 1H weapon [Rare] Nature/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +102 Uses 1.0 Steam While equipped: Stats +13 Str +15 Dex +13 Mag +15 Wil +13 Cun +10 Con dps ---------- S.pwr/crit +10 Melee Ret 10 light ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +18% acid ---------- misc Mana/turn +0.16 Light +3 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 'Squalorkill' (38-58 power, 0 apr)3.0 T5 steamsaw 1H weapon [Rare] Master/Steamtech Power 38.5 - 57.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +102 Uses 1.0 Steam While equipped: Stats +5 Mag dps ---------- Dmg.mod +18% lightning On Hit (Melee): * 20% chance to slow global speed by 63% * 20% chance to reduce damage dealt by 28% ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +15% nature +30% fire Crit.dmg- 15.15% ---------- misc See.Invis +15 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! |
warbringer's voratun steamsaw of projection (42-62 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego++] Master/Psionic/Steamtech Power 41.5 - 62.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +112 On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: Stats +5 Con dps ---------- Phys.pwr +11 (+2 eff.) Res.pen +9% physical ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Disarm- +20% ---------- 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! |
Tundratide the voratun waraxe (39-55 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 39.0 - 54.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +13 Str +13 Dex +9 Mag +10 Wil +12 Cun +13 Con dps ---------- Phys.crit +15.0% Spell.pwr +10 (+5 eff.) Dmg.mod +9% blight +6% cold Res.pen +5% arcane Melee Ret 2 darkness ----- def ----- Resists +12% cold ---------- misc Vim/s.crit +2.25 One-handed war axes. |
Yaredin the Obsidianreaper (40-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Rare] Disrupt Power 40.5 - 56.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +6 Dex +6 Wil +12 Con dps ---------- Dmg.mod +9% darkness +12% fire On Hit (Melee): * 23% chance to reduce damage dealt by 28% ----- def ----- Resists +17% acid +17% lightning +13% fire +16% cold +8% all Crit.dmg- 15.00% Spell.save +15 (+8 eff.) One-handed war axes. |
blazebringer's voratun waraxe of crippling (42-58 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Nature/Master Power 41.5 - 58.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +68 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +15.0% All.spd +9% Res.pen +21% fire One-handed war axes. |
Chamahell the Freezeoath1.0 T3 belt armor [Rare] Psionic While equipped: Stats +3 Str +7 Dex dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +12% cold Melee Ret 6 cold On Hit (Melee): * 20% chance to slow global speed by 63% * 20 arcane resource burn ----- def ----- Resists +6% fire Phys.save +11 (+2 eff.) A belt that goes around your waist. |
Duvestir the Flashstoker1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Res.pen +10% acid ----- def ----- Resists +9% lightning +5% fire +5% cold ---------- misc Light +2 A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Kheloyastir the Flashoath1.0 T3 belt armor [Rare] Arcane While equipped: Stats +1 Con dps ---------- Crit.mult +10.00% Dmg.mod +6% light ----- def ----- Resists +8% light +8% darkness Crit.dmg- 15.00% ---------- misc Stam/turn +3.00 Infravis +2 A belt that goes around your waist. |
balancing hardened leather belt of recklessness1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +15.0% Mind.crit +10% Crit.mult +6.00% Phys.pwr +5 (+1 eff.) A belt that goes around your waist. |
noble's hardened leather belt of recklessness1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Cun +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +8.00% Phys.pwr +4 (+1 eff.) Against +19% Summoned ----- def ----- D.Red.from +25% Summoned A belt that goes around your waist. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +16% Summoned ----- def ----- Resists +6% blight D.Red.from +19% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour)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 (+2 eff.) Spell.save +10 (+5 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 10 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 60 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. |
Guise of the Hated (14 def, 0 armour)2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+5 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+3 eff.) Resists +10% darkness +10% mind Mind.save +10 (+3 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Jetpack (10 def, 0 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
Pressurizer (8 def, 0 armour)2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
Rimesnake (3 def, 0 armour)2.0 T5 cloak armor [Rare] Nature While equipped: Stats +3 Str +15 Mag +5 Cun dps ---------- Mind.crit +5% Crit.mult +15.00% Res.pen +20% cold Acc +34 (+7 eff.) Melee Ret 8 cold ----- def ----- Defense +3 (+0 eff.) Fatigue -10% Resists +24% cold Max.HP +110.00 ---------- misc Max.stam +40.00 Max.psi +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of the hunter (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +34 (+7 eff.) Apr +7 ----- def ----- Defense +2 (+0 eff.) Fatigue -6% Resists +0% lightning Max.HP +75.00 ---------- misc Max.stam +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galen's Flowing Robe (0 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+15 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Mayamilaith the elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +4 Str +5 Mag +5 Wil +5 Cun dps ---------- Spell.crit +5% Spell.pwr +7 (+4 eff.) Dmg.mod +36% acid +48% physical +29% temporal +39% fire +42% arcane +40% cold ----- def ----- Resists +37% acid +37% physical +36% cold +36% fire +15% all ---------- misc Max.mana +82.00 Infravis +3 Cooldown Refit Golem -11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +7% blight +13% darkness +14% mind +13% all Phys.save +10 (+2 eff.) Spell.save +18 (+9 eff.) Mind.save +25 (+7 eff.) Max.HP +60.00 HP.reg +2.50 Heal.mod +13% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+0 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 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 (107 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (180 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. |
Arthystir (20 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +19 Dex +4 Cun +4 Mag dps ---------- Dmg.mod +12% arcane Phasing +20% ----- def ----- Armour +5 Defense +20 (+5 eff.) Fatigue +4% HP.reg +10.00 Heal.mod +14% ---------- misc Max.mana +119.79 Max.vim +30.00 Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 68% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Lustrewire the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Con dps ---------- Dmg.mod +6% light ----- def ----- Armour +4 Fatigue +3% Resists +12% blight Phys.save +19 (+4 eff.) Mind.save +35 (+9 eff.) Cut- +20% Pinning- +20% ---------- misc Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Manokor (0 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +5 Str dps ---------- Phys.crit +6.0% Mind.crit +4% Phys.pwr +6 (+1 eff.) Mind.pwr +15 (+4 eff.) Dmg.mod +30% mind Apr +11 On Hit (Melee): * 24% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Mind.save +12 (+3 eff.) ---------- misc Light +4 Infravis +4 See.Invis +21 A pair of boots made of leather. |
Shoes of Moving Quickly (10 def, 12 armour)2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Armour +12 Defense +10 (+2 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
pair of hardened leather boots 'Emima' (10 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +9 Dex dps ---------- Mind.crit +8% Crit.mult +15.00% Dmg.mod +9% arcane Phasing +30% ----- def ----- Armour +3 Defense +10 (+2 eff.) ---------- misc Mana/s.crit +2.00 Max.psi +20.00 A pair of boots made of leather. |
undeterred pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +5 Silence- +29% Confus- +35% Stun/Frz- +34% A pair of boots made of leather. |
undeterred pair of drakeskin leather boots of tirelessness (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +5 Silence- +50% Confus- +45% Stun/Frz- +49% ---------- misc Stam/turn +1.20 Max.stam +40.00 A pair of boots made of leather. |
undeterred pair of hardened leather boots of massiveness (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +7 Str +5 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +3 Silence- +37% Confus- +25% Stun/Frz- +31% ---------- misc Size +1 A pair of boots made of leather. |
undeterred pair of voratun boots of tirelessness (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +5 Fatigue +4% Silence- +33% Confus- +46% Stun/Frz- +44% ---------- misc Stam/turn +1.00 Max.stam +33.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+2 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Gloves of the Firm Hand (0 def, 8 armour)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 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 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. |
Hand of the World-Shaper (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+5 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Power 39.0 - 54.6 Physical Uses 40% Dex, 40% Cun, 10% Mag 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 83% On Hit.r1 +50 gravity On Crit.r2 +30 gravity pin On Hit: 15% Earthen Missiles 5 Earthquake: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 54.39 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 402.12 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Unarmed combat: Power 27.0 - 37.8 Physical Uses 30% Cun, 30% Dex, 60% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 83% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Tempestlace (0 def, 15 armour)1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +6 Str +3 Dex +1 Con dps ---------- Crit.mult +5.00% Phys.pwr +20 (+4 eff.) Melee+ 15 lightning 12 physical Dmg.mod +23% lightning +11% physical Res.pen +5% temporal Acc +20 (+4 eff.) Melee Ret 4 physical ----- def ----- Armour +15 Resists +9% lightning Unarmed combat: Power 35.5 - 39.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit.r1 +15 physical On Crit.r2 +12 lightning +14 physical On Hit: 10% Lightning Breath 5 On Hit: 10% Sand Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Will of Ul'Gruth (0 def, 15 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Power 38.0 - 53.2 Physical Uses 40% Dex, 40% Cun, 10% Mag 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 83% On Hit: 20% Obliterating Smash 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.0 Pwr.cost 25 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
alchemist's voratun gauntlets of the nighthunter (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +4 Wil +3 Cun dps ---------- Melee+ 7 acid 6 fire 8 cold 7 lightning Acc +11 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +9% darkness ---------- misc Infravis +2 Unarmed combat: Power 29.0 - 40.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +9 Apr +15 Crit +17.0% Atk.spd 83% Melee+ +5 ice +14 darkness +5 fire +15 acid +16 lightning On Crit: 10% Dominate 5 Track: Puts all charms on 15 cooldown Level 2.4 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Stokedeath' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +10 Dex +11 Cun +6 Con dps ---------- Acc +19 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +9% fire ---------- misc Light +3 Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +10 Apr +9 Crit +17.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+1 eff.) Acc +20 (+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! |
Dragonskull Helm (0 def, 20 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% cold +15% fire +15% lightning Phys.save +12 (+3 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+3 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
Helm of Knowledge (0 def, 12 armour)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 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
Hettublek the drakeskin leather cap (15 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +17 Str +4 Dex +7 Wil +9 Con dps ---------- Phys.crit +1.0% Phys.pwr +10 (+2 eff.) Apr +2 Melee Ret 4 physical ----- def ----- Armour +5 Defense +15 (+3 eff.) Fatigue +5% Resists +5% arcane +10% physical Phys.save +8 (+2 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1841.7 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Obsidianbright the voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +6 Str +8 Dex +5 Wil dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning Melee Ret 8 darkness ----- def ----- Armour +5 Fatigue +5% Resists +16% mind +9% darkness Mind.save +33 (+9 eff.) Confus- +35% ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Obsidiansorrow of the Blightspawn (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +10 Str +6 Dex +4 Wil dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +18% light Res.pen +20% light Melee Ret 6 light On Melee Ret: * 23% chance to reduce strength, dexterity, and constitution by 17 * 22% chance to reduce damage dealt by 28% ----- def ----- Armour +3 Fatigue +5% Resists +3% acid +7% physical +3% light +7% fire +5% arcane +7% cold Phys.save +6 (+1 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1841.7 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Omniscience (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+5 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+1 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+7 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 30 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)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 (+3 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. |
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 (+0 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
Xamira the Blasttitan (2 def, 6 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +7 Mag dps ---------- Melee Ret 10 lightning ----- def ----- Armour +6 Defense +2 (+0 eff.) Resists +3% cold Spell.save +11 (+6 eff.) Mind.save +9 (+3 eff.) Disease- +20% Confus- +20% A pointy cloth hat, very wizardly... |
Yaldan Baoth (0 def, 10 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
cashmere wizard hat 'Ce'Neth' (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +29% temporal Res.pen +10% arcane ----- def ----- Defense +2 (+0 eff.) Resists +9% lightning +14% temporal +5% arcane +9% cold Blind- +20% Stun/Frz- +20% A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Kindleobeisance' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +10 (+3 eff.) Res.pen +10% mind ----- def ----- Defense +2 (+0 eff.) Resists +8% fire +6% cold Mind.save +12 (+3 eff.) ---------- misc Light +3 A pointy cloth hat, very wizardly... |
voratun helm 'Morningbliss' (32 def, 15 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +10 Cun dps ---------- Dmg.mod +15% physical Res.pen +20% mind Acc +12 (+2 eff.) Melee Ret 10 mind 6 light On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +15 Defense +32 (+8 eff.) Fatigue +5% Phys.save +18 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+2 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 42.57 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Cuirass of the Thronesmen (20 def, 32 armour)17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+5 eff.) Fatigue +15% Resists +25% darkness +25% fire Phys.save +40 (+10 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
The Black Plate (25 def, 35 armour)17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +35 Defense +25 (+6 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+3 eff.) Spell.save +25 (+11 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Oppression +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat ShadowPwr +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
steel plate armour 'Anorath' (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +30% mind Res.pen +10% mind On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Armour +9 Fatigue +22% Resists +7% acid +8% physical +9% lightning +8% fire +8% cold +6% nature +6% temporal Spell.save +6 (+3 eff.) Disarm- +25% Stun/Frz- +27% Knockbk- +24% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Bindings of Eternal Night (12 def, 12 armour)6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+3 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
6 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. |
1146 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. |
9 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. |
12 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 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. |
9 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 54.39 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
6 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. |
9 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. |
12 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 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. |
Deepsrage the dwarven lantern1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +3 Con dps ---------- Dmg.mod +6% nature Res.pen +15% darkness +8% all Acc +5 (+1 eff.) Apr +15 ----- def ----- Armour +8 Resists +5% blight Mind.save +10 (+3 eff.) HP.reg +7.00 ---------- misc Light +6 See.Stealth +19 See.Invis +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+6 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 16.08 cold damage and 25.84 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(123 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
ethereal dwarven lantern of corpselight0.0 T5 lite [Ego++] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Spell.pwr +17 (+9 eff.) ----- def ----- Resists +15% blight +7% darkness ---------- misc Light +7 Infravis +5 See.Invis +11 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 30 blight damage or heals 42 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's dwarven lantern of the moons1.0 T5 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +7% darkness ----- def ----- Resists +9% light Affinity +5% darkness Blind- +30% Confus- +21% ---------- misc Light +9 Infravis +3 See.Stealth +15 See.Invis +15 Track: Puts all charms on 40 cooldown Level 3.6 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+2 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.4 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
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. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 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.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+4 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
65 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. |
22 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. |
16 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 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. |
6 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 Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 350.96 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 24] amazing fiery salve [power 24]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 105% efficiency and 50% cooldown modifier. Remove 3 magical effects and grants a fiery aura (24% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 24] amazing frost salve [power 24]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 105% efficiency and 50% cooldown modifier. Remove 3 physical effects and grants a frost aura (24% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 348] amazing healing salve [power 348]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 105% efficiency and 50% cooldown modifier. Heal 348 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing unstoppable force salve [power 97] amazing unstoppable force salve [power 97]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 105% efficiency and 50% cooldown modifier. Increases all saves by 97 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
amazing water salve [power 24] amazing water salve [power 24]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 105% efficiency and 50% cooldown modifier. Remove 3 mental effects and grants a water aura (24% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 300] great healing salve [power 300]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 105% efficiency and 50% cooldown modifier. Heal 300 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful fiery salve [power 18] powerful fiery salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 105% efficiency and 50% cooldown modifier. Remove 2 magical effects and grants a fiery aura (18% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 18] powerful frost salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 105% efficiency and 50% cooldown modifier. Remove 2 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful water salve [power 18] powerful water salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 105% efficiency and 50% cooldown modifier. Remove 2 mental effects and grants a water aura (18% blight, mind and acid affinity). Puts Talent Medical Injector on 25 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. |
perfect focus lens0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed Tinkers can be attached to normal items to improve them with steam power! |
voratun crystal plating0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +10 Con Tinkers can be attached to normal items to improve them with steam power! |
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! |
Boltquarry [power 370] (15 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +9 Str +7 Dex +6 Mag ----- def ----- Resists +15% lightning Crit.dmg- 16.90% ---------- misc Infravis +3 See.Invis +12 Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 636 physical damage Puts all charms on 15 cooldown 100% to heal for 80. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psionic shield 'Shockpyre' [power 173] (25 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +10 Defense +34 (+8 eff.) Resists +6% acid +6% mind +15% lightning Spell.save +21 (+9 eff.) Die.at -91.56 life HP.reg +4.00 Blind- +23% Confus- +23% Setup a psionic shield, reducing all damage taken by 173 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 27% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Blizzardblood [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Dex +3 Con dps ---------- Res.pen +15% mind +10% cold ---------- misc Max.hate +6.00 Max.psi +10.00 Sting an enemy dealing 124 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 36. Natural totems are made by powerful wilders to store nature power. |
Blizzardnull the yew totem of healing [power 314] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +20% cold +25% fire ----- def ----- Resists +9% temporal +18% cold Def/telep +15 Res/telep +15% Dur/telep +15% Heal yourself and all friendly characters within 10 spaces for 314 Puts all charms on 15 cooldown 100% to heal for 72. Natural totems are made by powerful wilders to store nature power. |
11 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. |
Duskwitch of the Blightspawn [power 330] (15 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Spell.pwr +31 (+14 eff.) S.pwr/crit +6 Res.pen +10% fire On Melee Ret: * 42% chance to reduce strength, dexterity, and constitution by 17 * 32% chance to reduce damage dealt by 28% ---------- misc Mana/turn +0.12 Fire a magical bolt dealing 353 cold damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 24% for 2 turns. 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Skystalker the dragonbone wand of lightning storm [power 560] (15 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: Stats +6 Str +6 Mag +8 Wil dps ---------- Dmg.mod +15% nature +21% lightning ---------- misc Light +3 See.Invis +9 Create a radius 3 storm for 5 turns. Each turn, creatures within take 119 lightning damage and will be dazed for 1 turn (599 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of clairvoyance [power 10] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 53 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of conjuration 'Grinudas' [power 335] (15 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: Stats +6 Cun +3 Wil dps ---------- Crit.mult +10.00% ----- def ----- Armour +12 Mind.save +6 (+2 eff.) Confus- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Fire a magical bolt dealing 358 acid damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 19% 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 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
22 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. |
18 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 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. |
6 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. |
12 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. |
8 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. |
2 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A View From The Gallery (Nightmare (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By NightRog the Drem Sawbutcher level 44
26th Stralite 123rd year of Ascendancy at 03:31 see stats
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By NightRog the Drem Sawbutcher level 34
44th Steel 123rd year of Ascendancy at 17:30 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By NightRog the Drem Sawbutcher level 19
39th Dearth 122nd year of Ascendancy at 10:10 see stats
A living one! (Nightmare (Roguelike) difficulty)
Was teleported into Caldizar's Fortress, far into the void between the stars.By NightRog the Drem Sawbutcher level 50
18th Shortage 123rd year of Ascendancy at 08:44 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By NightRog the Drem Sawbutcher level 33
43rd Steel 123rd year of Ascendancy at 01:13 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By NightRog the Drem Sawbutcher level 39
24th Gold 123rd year of Ascendancy at 16:54 see stats
Are you out of your mind?! (Nightmare (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By NightRog the Drem Sawbutcher level 40
28th Gold 123rd year of Ascendancy at 11:11 see stats
Atamathoned! (Nightmare (Roguelike) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By NightRog the Drem Sawbutcher level 50
6th Loss 123rd year of Ascendancy at 16:59 see stats
Back and there again (Nightmare (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By NightRog the Drem Sawbutcher level 50
8th Profit 123rd year of Ascendancy at 03:07 see stats
Backstabbing Traitor (Nightmare (Roguelike) difficulty)
Killed 6 escorted adventurers while you were supposed to save them.By NightRog the Drem Sawbutcher level 35
17th Gold 123rd year of Ascendancy at 20:35 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By NightRog the Drem Sawbutcher level 37
22nd Gold 123rd year of Ascendancy at 11:01 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By NightRog the Drem Sawbutcher level 50
43rd Dearth 123rd year of Ascendancy at 13:43 see stats
Clone War (Nightmare (Roguelike) difficulty)
Destroyed your own Shade.By NightRog the Drem Sawbutcher level 50
10th Dearth 123rd year of Ascendancy at 08:02 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By NightRog the Drem Sawbutcher level 12
5th Profit 122nd year of Ascendancy at 08:42 see stats
Demonic Invasion (Nightmare (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By NightRog the Drem Sawbutcher level 50
16th Profit 123rd year of Ascendancy at 08:27 see stats
Destroyer of the creation (Nightmare (Roguelike) difficulty)
Killed Slasul.By NightRog the Drem Sawbutcher level 43
5th Stralite 123rd year of Ascendancy at 14:37 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By NightRog the Drem Sawbutcher level 36
19th Gold 123rd year of Ascendancy at 15:35 see stats
Dethroned (Nightmare (Roguelike) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By NightRog the Drem Sawbutcher level 50
20th Loss 123rd year of Ascendancy at 04:01 see stats
Deus Ex Machina (Nightmare (Roguelike) difficulty)
Found the Blood of Life and the four unique inscriptions: Primal Infusion, Infusion of Wild Growth, Rune of Reflection and Rune of the Rift.By NightRog the Drem Sawbutcher level 50
40th Profit 123rd year of Ascendancy at 19:13 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By NightRog the Drem Sawbutcher level 39
27th Gold 123rd year of Ascendancy at 21:56 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By NightRog the Drem Sawbutcher level 23
9th Shortage 122nd year of Ascendancy at 01:24 see stats
Entropy's End (Nightmare (Roguelike) difficulty)
Destroyed the Hypostasis of Entropy.By NightRog the Drem Sawbutcher level 50
19th Loss 123rd year of Ascendancy at 08:13 see stats
Evil denied (Nightmare (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By NightRog the Drem Sawbutcher level 50
3rd Loss 123rd year of Ascendancy at 16:38 see stats
Explorer (Nightmare (Roguelike) difficulty)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By NightRog the Drem Sawbutcher level 50
26th Loss 123rd year of Ascendancy at 04:22 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By NightRog the Drem Sawbutcher level 19
45th Dearth 122nd year of Ascendancy at 09:04 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By NightRog the Drem Sawbutcher level 35
7th Gold 123rd year of Ascendancy at 23:52 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By NightRog the Drem Sawbutcher level 50
42nd Dearth 123rd year of Ascendancy at 05:18 see stats
Fear of Fours (Nightmare (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By NightRog the Drem Sawbutcher level 50
43rd Dearth 123rd year of Ascendancy at 00:09 see stats
Flooder (Nightmare (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By NightRog the Drem Sawbutcher level 42
5th Stralite 123rd year of Ascendancy at 10:45 see stats
Got eggs? (Nightmare (Roguelike) difficulty)
Finish the Pikataclysm event.By NightRog the Drem Sawbutcher level 44
38th Stralite 123rd year of Ascendancy at 00:34 see stats
Headbanger (Nightmare (Roguelike) difficulty)
Headbanged 20 bosses to death.By NightRog the Drem Sawbutcher level 50
30th Wealth 123rd year of Ascendancy at 17:15 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By NightRog the Drem Sawbutcher level 19
39th Dearth 122nd year of Ascendancy at 10:16 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By NightRog the Drem Sawbutcher level 41
29th Gold 123rd year of Ascendancy at 00:30 see stats
I'm a cool hero (Nightmare (Roguelike) difficulty)
Saved Derth without a single inhabitant dying.By NightRog the Drem Sawbutcher level 14
23rd Profit 122nd year of Ascendancy at 01:56 see stats
Is that how it feels to be an escort quest?! (Nightmare (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By NightRog the Drem Sawbutcher level 34
4th Gold 123rd year of Ascendancy at 15:38 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By NightRog the Drem Sawbutcher level 10
27th Voratun 122nd year of Ascendancy at 17:28 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By NightRog the Drem Sawbutcher level 20
45th Dearth 122nd year of Ascendancy at 16:10 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By NightRog the Drem Sawbutcher level 30
37th Steel 123rd year of Ascendancy at 11:26 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By NightRog the Drem Sawbutcher level 40
28th Gold 123rd year of Ascendancy at 00:58 see stats
Level 50 (Nightmare (Roguelike) difficulty)
Got a character to level 50.By NightRog the Drem Sawbutcher level 50
8th Profit 123rd year of Ascendancy at 02:25 see stats
Myths of an age past (Nightmare (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By NightRog the Drem Sawbutcher level 19
39th Dearth 122nd year of Ascendancy at 10:10 see stats
Now, this is impressive! (Nightmare (Roguelike) difficulty)
Killed Linaniil, the Supreme Archmage of Angolwen.By NightRog the Drem Sawbutcher level 50
18th Shortage 123rd year of Ascendancy at 01:16 see stats
Orcrist (Nightmare (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By NightRog the Drem Sawbutcher level 50
42nd Dearth 123rd year of Ascendancy at 04:09 see stats
Overpowered! (Nightmare (Roguelike) difficulty)
Did over 6000 damage in one attack.By NightRog the Drem Sawbutcher level 50
19th Loss 123rd year of Ascendancy at 14:07 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By NightRog the Drem Sawbutcher level 21
26th Loss 122nd year of Ascendancy at 16:42 see stats
Race through fire (Nightmare (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By NightRog the Drem Sawbutcher level 50
30th Profit 123rd year of Ascendancy at 15:53 see stats
Sequence Master (Nightmare (Roguelike) difficulty)
Use 5 different glyph sequences.By NightRog the Drem Sawbutcher level 50
19th Loss 123rd year of Ascendancy at 07:31 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By NightRog the Drem Sawbutcher level 49
7th Profit 123rd year of Ascendancy at 16:20 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By NightRog the Drem Sawbutcher level 25
14th Shortage 122nd year of Ascendancy at 19:14 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By NightRog the Drem Sawbutcher level 36
19th Gold 123rd year of Ascendancy at 18:19 see stats
Tactical master (Nightmare (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By NightRog the Drem Sawbutcher level 50
3rd Loss 123rd year of Ascendancy at 16:37 see stats
Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By NightRog the Drem Sawbutcher level 19
39th Dearth 122nd year of Ascendancy at 10:10 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By NightRog the Drem Sawbutcher level 28
30th Shortage 122nd year of Ascendancy at 07:37 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By NightRog the Drem Sawbutcher level 9
27th Voratun 122nd year of Ascendancy at 00:23 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By NightRog the Drem Sawbutcher level 19
39th Dearth 122nd year of Ascendancy at 10:10 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By NightRog the Drem Sawbutcher level 16
29th Dearth 122nd year of Ascendancy at 03:07 see stats
The Sun Still Shines (Nightmare (Roguelike) difficulty)
Aeryn survived the last battle.By NightRog the Drem Sawbutcher level 50
3rd Loss 123rd year of Ascendancy at 16:38 see stats
The bigger the better! (Nightmare (Roguelike) difficulty)
Did over 3000 damage in one attack.By NightRog the Drem Sawbutcher level 50
1st Wealth 123rd year of Ascendancy at 19:50 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By NightRog the Drem Sawbutcher level 34
7th Gold 123rd year of Ascendancy at 02:04 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By NightRog the Drem Sawbutcher level 43
24th Stralite 123rd year of Ascendancy at 08:42 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By NightRog the Drem Sawbutcher level 16
28th Dearth 122nd year of Ascendancy at 23:37 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By NightRog the Drem Sawbutcher level 26
16th Shortage 122nd year of Ascendancy at 01:22 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By NightRog the Drem Sawbutcher level 20
45th Dearth 122nd year of Ascendancy at 23:31 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By NightRog the Drem Sawbutcher level 33
42nd Steel 123rd year of Ascendancy at 19:12 see stats
Well trained (Nightmare (Roguelike) difficulty)
Deal one million damage to training dummies in a single training session.By NightRog the Drem Sawbutcher level 50
2nd Wealth 123rd year of Ascendancy at 00:47 see stats
You were not supposed to see that! (Nightmare (Roguelike) difficulty)
Read a Forbidden Tome.By NightRog the Drem Sawbutcher level 50
19th Loss 123rd year of Ascendancy at 17:48 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Portal: The Sanctum here (press '' or right click to use).
Ran for 13 turns (stop reason: at exit).
You enter the swirling portal and appear in a large room with other portals and the two wizards.
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving done.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the slopes of the Iron Throne, with no trace of the portal...
Saving game...
Saving done.
Today is the 5th Iron of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 07:55.
Today is the 6th Iron of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 14:31.
Today is the 7th Iron of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 07:13.
Today is the 8th Iron of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 13:50.
Today is the 9th Iron of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 06:31.
Today is the 10th Iron of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 13:08.
Today is the 11st Iron of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:50.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
There is a teleportation circle to the surface 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.























































































































































































































