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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 50 / 2605% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 2062 (base 60) |
| Dexterity | 2052 (base 60) |
| Constitution | 2070 (base 60) |
| Magic | 2058 (base 60) |
| Willpower | 2067 (base 60) |
| Cunning | 2054 (base 60) |
Resources
| Life | 2471/2471 |
| Mana | 18/554 |
| Steam | 1038/1038 |
| Healing Factor | 2.1955659507003 |
| Regeneration | 15.129883773354 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +2.8865798640254E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 3 |
| Infravision | 10 |
| See Stealth | 245.80835348815 |
| See Invisible | 245.80835348815 |
Offense: Mainhand
| Damage | 826 |
| Accuracy | 284 |
| Crit Chance | 630% |
| APR | 41 |
| Speed | 1.50 |
Offense: Spell
| Spellpower | 357 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 428 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +25% |
| Blight | +25% |
| Physical | +18% |
| Cold | +15% |
| All | 0% |
| Darkness | +8% |
| Temporal | +18% |
| Mind | +3% |
| Fire | +46% |
| Nature | +28% |
Offense: Damage Penetration
| Darkness | +51% |
| Fire | +41% |
| Temporal | +51% |
| Mind | +66% |
| Physical | +51% |
| Cold | +51% |
| All | +41% |
Defense: Base
| Armour (hardiness) | 97.130801737036 (100%) |
| Defense | 370 |
| Ranged Defense | 370 |
| Fatigue | 0 |
| Physical Save | 244 |
| Spell Save | 234 |
| Mental Save | 232 |
Defense: Resistances
| Darkness | + 23%( 70%) |
| Fire | + 39%( 70%) |
| Temporal | + 40%( 80%) |
| Nature | + 48%( 70%) |
| Physical | + 51%( 70%) |
| Cold | + 54%( 70%) |
| All | + 17%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 90% |
| Knockback Resistance | 50% |
| Pinning Resistance | 100% |
| Poison Resistance | 0% |
| Blind Resistance | 0% |
Inscriptions (5/5)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 129.5 steam per turn. Can be activated for an instant burst of 648 steam. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 127.9 steam per turn. Can be activated for an instant burst of 640 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 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 1541% efficiency and cooldown mod of 53%. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 430% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 2091 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Gunslinging | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Elusiveness | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Avoidance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Automation | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Bullets mastery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Gunner training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Engineering | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Physics | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Orc | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Chemistry | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Agile Gunner |
| talent | Automated Cloak Tessellation |
| talent | Range Amplification Device |
| talent | Premonition |
| talent | Embedded Restoration Systems |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Steam Powered Boots (10 def, 18 armour)3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats Str +10, Dex +12 offense ------ Damage +10% fire defense ------ Armor +18 Defense +10 (+0 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
| Quiver | Thundercrack (16/16, 35-42 power, 8 apr) 3.0 Encumbrance T5 shot ammo [Unique] Arcane/Steamtech Weapon Damage 35.0 - 42.0 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Capacity 16 On Hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. While equipped: other ------- Talents +5 Explosive Shell Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
| Light source | Spectral Cage0.0 Encumbrance T3 lite [Unique] Arcane While equipped: offense ------ Spellpower +10 (+0 eff.) Damage +15% cold Ignore resists +10% cold defense ------ Resistance +20% cold other ------- Light +5 Release a will o' the wisp that will explode against your foes for 6043 cold damage (based on your Magic). Uses 12 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
| On head | Dragon-helm of Kroltar (7 def, 11 armour) 3.0 Encumbrance T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats Str +7, Wil +7, Con +7, Lck -4 offense ------ Damage +10% physical, +10% fire defense ------ Armor +11 Defense +7 (+0 eff.) Fatigue +10% other ------- Infravision +9 Sight +3 See Stealth +25 See Invisibility +25 Masteries +0.20 Wild-gift/Fire drake aspect Blind-Fight: No penalty when attacking invisible/stealthed Bellowing Roar: Effective talent level: 5.4 Power cost 27 out of 45/45. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 7 into utter confusion (power: 52%) for 3 turns. The sound wave is so strong, your foes also take 2620.53 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
| Tool | Pick of Dwarven Emperors (dig speed 12 turns)3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats Str +7, Con +7 offense ------ Ignore resists +10% physical defense ------ Physical save +13 (+1 eff.) Spell save +13 (+1 eff.) Mind save +13 (+1 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 5.5 Power cost 18 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 398.79 physical damage in a radius of 4 each turn for 8 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. |
| On fingers | Glory of the Pride0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+0 eff.) Damage +8% physical Accuracy +10 (+0 eff.) defense ------ Armor +13 Hardiness +20% Defense +7 (+0 eff.) Fatigue -15% Physical save +55 (+4 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +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. |
| On fingers | Wheel of Fate0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats Str +9, Con +8 offense ------ Physical Power +12 (+0 eff.) Damage +3% nature, +3% mind Ignore resists +25% mind Accuracy +16 (+1 eff.) Ignore Armor +17 On-Hit (Melee): * 10% chance to reduce all saves and defense by 118 defense ------ Defense +14 (+0 eff.) Resistance +12% nature Life +50.00 Disarm Resist +44% Pinning Resist +45% Knockbk Resist +50% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 turn cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | Band of Protection |
| In main hand | The Long-Arm4.0 Encumbrance T5 steamgun 2H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +25 Attack Speed 67% Damage Multiplier 250% Range +10 Projectile Speed +600% On-Hit, radius 1 +0 20% chance of physical repulsion Shoots beams through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 12 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour) 1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats Mag +4 offense ------ Spell Crit +3% Spellpower +2 (+0 eff.) Spellpower/crit +4 Damage +8% darkness, +8% temporal Ignore resists +10% darkness, +10% temporal defense ------ Resistance +8% darkness, +8% temporal Disarm Resist +100% other ------- Negative/turn +0.20 Talents +5 Iron Grip Unarmed combat: Weapon Damage 14.0 - 15.4 Physical Uses 70% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust level 1 On Hit: 10% Mind Blast level 1 On Hit: 10% Turn Back the Clock level 1 On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | Cuirass of the Dark Lord (0 def, 30 armour)17.0 Encumbrance T5 massive armor [Unique] Arcane While equipped: Stats Str +10, Con +10 offense ------ Physical Power +10 (+0 eff.) When Hit 30 physical defense ------ Armor +30 Fatigue +25% Resistance +20% physical Physical save +15 (+1 eff.) Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 1808.94 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 15 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
| Cloak | Threads of Fate (10 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats Mag +6, Wil +6, Lck +10 offense ------ Spellpower +8 (+0 eff.) Damage +10% temporal defense ------ Defense +10 (+0 eff.) Resistance +20% temporal, +25% nature +25% cold Max Resistance +10% temporal Physical save +20 (+2 eff.) Spell save +20 (+2 eff.) Mind save +20 (+1 eff.) Confus Resist +40% other ------- Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Effective talent level: 2.8 Power cost 30 out of 50/50. Range melee/personal Cooldown: 50 Travel.spd instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 5 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
| Around neck | Gardanion, the Light of God0.1 Encumbrance T5 amulet jewelry [Unique] Unknown While equipped: offense ------ Physical Power +40 (+1 eff.) Steampower +40 (+2 eff.) Spellpower +40 (+2 eff.) Mindpower +40 (+1 eff.) May understand old Sher'Tul language. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
Inventory
blink rune (range 9; phase 25; cd 10)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 9 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
earthen ash magestaff of the prodigy (15-18 power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Mag +9, Wil +10, Cun +9 offense ------ Spell Crit +2% Spellpower +6 (+0 eff.) Spellpower/crit +6 Damage +15% cold defense ------ Armor +5 Hardiness +6% Physical save +5 (+1 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
stormbringer's iron dagger of massacre (17-22 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 17.0 - 22.1 Physical Uses 40% Wil, 50% Dex, 50% Mag 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-crit, radius 2 +8 lightning, +12 cold While equipped: offense ------ Move Speed +22% Ignore resists +7% lightning, +7% cold Sharp, short and deadly. |
flaming voratun dagger of torment (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Arcane/Psionic Weapon Damage 37.5 - 48.8 Physical Uses 40% Wil, 50% Dex, 50% Mag 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +14 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, short and deadly. |
Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats Cun +3, Wil +4 offense ------ Mind Crit +4% Mindpower +8 (+0 eff.) Damage +5% mind, +5% physical Ignore resists +10% mind, +10% physical defense ------ Armor +8 Defense +12 (+0 eff.) Resistance +15% acid, +12% physical +9% all Physical save +10 (+1 eff.) Send out a range 5 beam of kinetic energy, dealing 1310.90 to 1638.63 physical damage (based on Willpower and Cunning) with knockback. Uses 6 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
rejuvenating drakeskin leather armour of Eyal (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego+] Nature While equipped: defense ------ Armor +8 Defense +20 (+1 eff.) Fatigue +8% Life +47.00 Life Regen +10.50 Healmod +14% other ------- Stamina/turn +1.40 A suit of armour made of leather. |
Camanik (dig speed 10 turns)3.0 Encumbrance T3 digger tool [Random Unique] Arcane/Master While equipped: Stats Str +7, Dex +3, Wil +6 offense ------ Physical Crit +11.0% Mind Crit +9% Physical Power +5 (+0 eff.) Move Speed +10% defense ------ Defense +15 (+0 eff.) Resistance +12% acid, +7% fire +6% darkness Poison Resist +20% Cut Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
medical injector implant (efficiency 132% / cooldown 84%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 132% efficiency and cooldown mod of 84%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
blink rune (range 9; phase 21; cd 11)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 9 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Crystal Plating0.1 Encumbrance 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. |
enhanced stralite greatmaul of projection (53-80 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Ego++] Nature/Psionic Weapon Damage 53.0 - 79.5 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats Str +13, Dex +10, Mag +14 Wil +16, Cun +10, Con +10 Massive two-handed mauls. |
Thunderquench (54-76 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Disrupt/Master Weapon Damage 54.0 - 75.6 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-Hit, radius 1 +8 lightning On-crit, radius 2 +12 lightning On Critical: * Deals 382 Manaburn damage and puts 1 random spell talent on cooldown for 23 turns (checks Confusion immunity) While equipped: offense ------ Physical Crit +14.0% Critical power +21.00% Damage +6% lightning Ignore Armor +11 defense ------ Armor +4 Resistance +5% arcane Mind save +6 (+0 eff.) Cut Resist +10% One-handed war axes. |
creative pulsing mindstar of venom (14-15 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 13.5 - 14.9 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats Cun +6 offense ------ Mind Crit +4% Critical power +15.00% Mindpower +8 (+0 eff.) On-Hit 13 acid Damage +11% acid Ignore resists +8% acid defense ------ Resistance +9% acid Life Regen +3.00 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty dragonbone longbow of enduring4.0 Encumbrance T5 longbow 2H weapon [Ego+] Nature/Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: Stats Str +6, Wil +17, Con +11 offense ------ Physical Power +15 (+0 eff.) defense ------ Life +122.00 Longbows are used to shoot arrows at your foes. |
enhanced voratun steamgun4.0 Encumbrance T5 steamgun 1H weapon [Ego+] Nature/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats Str +10, Dex +10, Mag +7 Wil +7, Cun +7, Con +8 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Quiver of Domination (20/20, 24-34 power, 8 apr)3.0 Encumbrance T4 arrow ammo [Unique] Psionic Weapon Damage 24.0 - 33.6 Mind Uses 60% Wil, 60% Dex, 50% Mag 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +2.0% Capacity 20 On Critical: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
barbed pouch of voratun shots of wind (18/19, 62-75 power, 6 apr)3.0 Encumbrance T5 shot ammo [Ego+] Nature/Master Weapon Damage 62.5 - 75.0 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +21.0% Capacity 19 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 709 physical damage On Critical: * Wound the target dealing 993 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
mindwoven elven-silk robe of nature (+42%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +4% Mindpower +4 (+0 eff.) Damage +28% nature defense ------ Resistance +42% nature, +15% all Mind save +19 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating drakeskin leather armour of delving (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego+] Nature/Master While equipped: Stats Str +7 defense ------ Armor +8 Defense +20 (+1 eff.) Fatigue +8% Resistance +14% darkness, +10% physical Life Regen +6.90 other ------- Stamina/turn +1.20 Light +1 Track: Puts all charms on 18 turn cooldown Effective talent level: 3.9 Power cost 18 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 118 for 7 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
undeterred pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: defense ------ Armor +4 Fatigue +3% Silence Resist +30% Confus Resist +26% Stun Resist +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
schematic: Saw Shell0.1 Encumbrance 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. |
bloodlich's elven-wood starstaff (25-30 power, 5 apr, physical element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats Mag +5, Cun +5, Con +2 offense ------ Spell Crit +4% Critical power +18.00% Spellpower +12 (+0 eff.) Damage +25% physical other ------- Negative/turn +0.20 Vim-on-crit +6.00 Max vim +30.00 Max negative +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
voratun mace of shearing (44-61 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego+] Master Weapon Damage 43.5 - 60.9 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +11% all Accuracy +18 (+1 eff.) Ignore Armor +10 Blunt and deadly. |
Sparkbrand (38-58 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Weapon Damage 38.5 - 57.8 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +103 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 343 damage Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats Dex +6 offense ------ Mind Crit +5% Damage +6% lightning, +6% arcane When Hit 21 lightning defense ------ Armor +17 Defense +10 (+0 eff.) Fatigue +12% Resistance +19% lightning other ------- Psi when Hit +0.16 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! |
crackling voratun shield of cold resistance (+14%) (0 def, 10 armour, 204.5 block)7.0 Encumbrance T5 shield armor [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats Dex +4 offense ------ When Hit 18 lightning defense ------ Armor +10 Fatigue +8% Resistance +14% lightning, +18% cold other ------- Talents +1 Block Handheld deflection devices. |
verdant elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Nature While equipped: Stats Con +6 offense ------ Damage +15% nature defense ------ Resistance +15% all Poison Resist +39% Disease Resist +36% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
impenetrable stralite mail armour of the deep (4 def, 21 armour)14.0 Encumbrance T4 heavy armor [Ego+] Nature/Master While equipped: defense ------ Armor +21 Defense +4 (+0 eff.) Fatigue +12% Resistance +9% acid, +9% cold other ------- Breathe water A suit of armour made of mail. |
cashmere wizard hat of arcana (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: Stats Mag +5, Wil +5 offense ------ Spellpower +4 (+0 eff.) defense ------ Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
ash magestaff of invocation (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +13 (+0 eff.) Spellpower/crit +7 Damage +15% lightning other ------- Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 586.33 to 703.59 lightning damage Puts all charms on 5 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
quick voratun mace (46-64 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego+] Master Weapon Damage 45.5 - 63.7 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Dex +4 offense ------ Combat Speed +10% Accuracy +19 (+1 eff.) Blunt and deadly. |
dwarven-steel waraxe of projection (21-29 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Psionic Weapon Damage 21.0 - 29.4 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) One-handed war axes. |
Eletira (39-51 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Nature/Disrupt/Master Weapon Damage 39.0 - 50.7 Physical Uses 40% Wil, 50% Str, 50% Mag 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +20 item acid corrode Damage Against +22% Unnatural On Hit: * 20% chance to reduce armor by 96% * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On Critical: * Wound the target dealing 993 physical damage across 5 turns and reducing healing by 50% While equipped: Stats Str +4, Wil +14, Con +10 offense ------ Physical Crit +13.0% Physical Power +11 (+0 eff.) Ignore Armor +3 defense ------ Life +99.00 other ------- Max stamina +30.00 Sharp, short and deadly. |
creative pulsing mindstar of life (13-14 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 13.0 - 14.3 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats Cun +7 offense ------ Mind Crit +4% Critical power +5.00% Mindpower +8 (+0 eff.) defense ------ Life +27.00 Life Regen +1.20 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
exposing voratun shield of the stars (0 def, 10 armour, 188.5 block)7.0 Encumbrance T5 shield armor [Ego+] Arcane/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats Cun +7, Mag +2 offense ------ Damage +17% light, +16% darkness On-Hit (Melee): * 11% chance to reduce all saves and defense by 118 When Hit: * 22% chance to reduce all saves and defense by 118 defense ------ Armor +10 Fatigue +8% Resistance +16% light, +16% darkness other ------- Talents +1 Block Handheld deflection devices. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats Con +5, Wil +4 offense ------ Mind Crit +5% Mindpower +10 (+0 eff.) Damage +15% acid, +15% nature +15% mind When Hit 20 nature slow, 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+0 eff.) Resistance +30% nature, +11% all Physical save +10 (+1 eff.) Spell save +10 (+1 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
prismatic voratun mail armour of fire resistance (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +10 Defense +5 (+0 eff.) Fatigue +12% Resistance +15% fire, +13% light +15% darkness A suit of armour made of mail. |
wild infusion (res 20%; physical; dur 2; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune (range 8; phase 20; cd 16)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 8 Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
cruel dragonbone starstaff of invocation (30-36 power, 6 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +15% Critical power +14.00% Spellpower +23 (+1 eff.) Spellpower/crit +5 Damage +30% darkness other ------- Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 725.97 to 871.16 darkness damage Puts all charms on 5 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone vilestaff (30-36 power, 6 apr, acid element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Nature Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Con +5 offense ------ Spell Crit +5% Spellpower +21 (+1 eff.) Damage +30% acid defense ------ Life Regen +1.10 Healmod +28% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Dagothel the voratun greatsword (58-93 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Random Unique] Disrupt/Master/Psionic Weapon Damage 58.0 - 92.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Deals 382 Manaburn damage and puts 1 random spell talent on cooldown for 23 turns (checks Confusion immunity) While equipped: offense ------ Physical Crit +21.0% On-Hit (Melee): * 20% chance to slow global speed by 158% defense ------ Resistance +9% lightning, +6% darkness +12% nature Massive two-handed swords. |
Worm Nest (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats Mag +15 offense ------ Spell Crit +8% Spellpower +15 (+1 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 4.5 Power cost 9 out of 20/20. Range 10 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 10 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
verdant elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Nature While equipped: Stats Con +6 offense ------ Damage +15% nature defense ------ Resistance +15% all Poison Resist +47% Disease Resist +38% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blurring hardened leather belt of magery1.0 Encumbrance T3 belt armor [Ego+] Arcane/Master While equipped: Stats Mag +7, Wil +5 offense ------ Spell Crit +5% defense ------ Defense +13 (+0 eff.) Stealth +5 A belt that goes around your waist. |
2 schematic: Mana Coil0.1 Encumbrance 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. |
voratun greatsword of evisceration (60-96 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Master Weapon Damage 60.0 - 96.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Critical: * Wound the target dealing 993 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +16.0% Physical Power +14 (+0 eff.) Massive two-handed swords. |
stralite longsword of enduring (32-44 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego+] Nature Weapon Damage 31.5 - 44.1 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats Con +12, Wil +10 defense ------ Life +26.00 Sharp, long, and deadly. |
voratun shield of shrapnel (0 def, 10 armour, 206 block)7.0 Encumbrance T5 shield armor [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * Cause enemies within radius 6 to bleed for 993 physical damage over 5 turns (1/turn) defense ------ Armor +10 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
prismatic voratun mail armour of thunder (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Ego+] Arcane While equipped: Stats Str +9, Mag +7, Wil +7 offense ------ Physical Crit +8.0% Spell Crit +7% Mind Crit +7% Physical Power +19 (+0 eff.) Spellpower +15 (+1 eff.) Mindpower +10 (+0 eff.) defense ------ Armor +10 Defense +5 (+0 eff.) Fatigue +12% Resistance +16% lightning, +16% light +15% darkness A suit of armour made of mail. |
voratun mail armour of implacability (5 def, 17 armour)14.0 Encumbrance T5 heavy armor [Ego+] Master While equipped: defense ------ Armor +17 Defense +5 (+0 eff.) Fatigue +5% Physical save +15 (+1 eff.) A suit of armour made of mail. |
Eilineba the pair of drakeskin leather boots (17 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Master While equipped: Stats Str +2, Dex +14 offense ------ Physical Crit +4.0% Physical Power +4 (+0 eff.) Ignore resists +28% physical When Hit 4 physical defense ------ Armor +5 Defense +17 (+0 eff.) other ------- Stamina/turn +1.30 Max stamina +70.00 A pair of boots made of leather. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats Cun +8, Dex +8 Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats Cun +8, Dex +8 Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Lightbringer's Wand2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness, +12% light Spell save +15 (+2 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 2079 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 21 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
movement infusion (speed 622%; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 622% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Eclipse (18-22 power, 4 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 160% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+0 eff.) Damage +15% darkness, +15% physical +15% light, +15% temporal other ------- Positive/turn +0.10 Negative/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
acidic voratun longsword of vileness (44-61 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego] Arcane Weapon Damage 43.5 - 60.9 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +16 blight +5 item blight disease On Hit: * 5% chance to reduce strength, dexterity, and constitution by 84 On Critical: * Splash the target with acid dealing 573 damage over 5 turns and reducing armor and accuracy by 72 Sharp, long, and deadly. |
elven-silk robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: Stats Mag +5, Wil +3 offense ------ Spellpower +12 (+0 eff.) Spellpower/crit +4 defense ------ Resistance +15% all Silence Resist +33% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
searing steel mail armour of fire resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego+] Arcane/Master While equipped: offense ------ On-Hit 10 acid, 11 fire When Hit 9 acid, 10 fire defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% Resistance +15% acid, +32% fire A suit of armour made of mail. |
Xanuwen (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Master While equipped: Stats Mag +6, Wil +14 offense ------ Spellpower +6 (+0 eff.) Damage +9% acid, +12% lightning +24% mind, +12% cold +13% arcane, +12% fire Ignore resists +15% mind defense ------ Defense +3 (+0 eff.) Resistance +6% mind Physical save +9 (+1 eff.) A pointy cloth hat, very wizardly... |
leafwalker's dwarven-steel helm of precognition (9 def, 4 armour)3.0 Encumbrance T3 head armor [Ego++] Nature While equipped: Stats Cun +4 offense ------ Accuracy +9 (+0 eff.) When Hit: * 11% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Defense +9 (+0 eff.) Fatigue +4% Resistance +9% nature Spell save +5 (+1 eff.) Life +76.00 Healmod +16% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Relgygadan (28-37 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Rare] Master Weapon Damage 28.5 - 37.1 Physical Uses 40% Wil, 50% Str, 50% Mag 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +20 acid While equipped: offense ------ Ignore resists +13% physical Accuracy +15 (+1 eff.) Ignore Armor +13 On-Hit (Melee): * 20% chance to reduce armor by 96% defense ------ Resistance +15% acid, +18% blight Mind save +6 (+0 eff.) Life +60.00 Confus Resist +20% Pinning Resist +20% Sharp, short and deadly. |
Rogue Plight (6 def, 7 armour)9.0 Encumbrance T3 light armor [Unique] Master While equipped: Stats Wil +5, Con +4 defense ------ Armor +7 Defense +6 (+0 eff.) Fatigue +7% Resistance +35% nature Crit Resistance 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
schematic: Back Support0.1 Encumbrance 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: Galvanic Retributor0.1 Encumbrance 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. |
Yaldan Baoth (0 def, 10 armour)3.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats Str +10, Con +10 offense ------ Damage +15% light defense ------ Armor +10 Fatigue +4% Resistance +15% light, +25% darkness Max Resistance +10% darkness Resist unseen 33% other ------- 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 24 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. |
Grinder (36-54 power, 20 apr)3.0 Encumbrance T4 steamsaw 1H weapon [Unique] Psionic/Steamtech Weapon Damage 36.0 - 54.0 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +14.0% Attack Speed 100% Block +50 Lifesteal +5% On-hit +10% gloom effects On-Hit, radius 1 +0 20% chance of physical repulsion Uses 1.0 Steam While equipped: defense ------ Armor +8 Defense +12 (+0 eff.) Fatigue +10% other ------- Talents +2 Block On Taking Damage: Blindside the attacker (range 6). Originally a kitchen implement used by the giants to saw through tough, frozen carcasses. Something is especially sinister about this example though. |
Frozen Shards (25/25, 32-38 power, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Arcane Weapon Damage 32.0 - 38.4 Ice Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 On Hit: * bursts into an icy cloud While equipped: In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 Encumbrance 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 Encumbrance 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. |
Titanic (20 def, 18 armour, 320 block)7.0 Encumbrance T3 shield armor [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+1 eff.) Ranged Defense +10 (+0 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
schematic: Poison Groove0.1 Encumbrance 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. |
Piercing Gaze (5 def, 25 armour, 180 block)7.0 Encumbrance T4 shield armor [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * 30% chance of petrifying the attacker. defense ------ Armor +25 Defense +5 (+0 eff.) Ranged Defense +10 (+0 eff.) Fatigue +12% Resistance +10% acid, +10% physical +10% lightning, +10% fire other ------- Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Death's Embrace (18 def, 18 armour)9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats Dex +5, Cun +5, Mag +5 offense ------ Critical power +20.00% Spellpower +10 (+0 eff.) Damage +20% darkness, +20% cold When Hit 15 darkness, 15 cold defense ------ Armor +18 Hardiness +15% Defense +18 (+1 eff.) Resistance +30% temporal, +30% darkness +30% cold Stealth +10 other ------- Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 696, based on Cunning and Magic) for 10 turns. Uses 30 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
schematic: Kinetic Stabiliser0.1 Encumbrance 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. |
Staff of Bones (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 20.0 - 24.0 Darkness Uses 200% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% On-Hit, radius 1 +0 20% chance of physical repulsion While equipped: offense ------ Spell Crit +15% Spellpower +20 (+1 eff.) Damage +20% acid, +20% cold +20% darkness, +20% blight other ------- Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
Colaryem (48-77 power, 12 apr) 3.0 Encumbrance T3 greatsword 2H weapon [Unique] Arcane Weapon Damage 48.0 - 76.8 Physical Uses 40% Wil, 50% Mag, 130% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +11.0% Attack Speed 50% On-Hit, radius 1 +90 20% chance of physical repulsion While equipped: Stats Dex +7 offense ------ Move Speed +10% Damage +7% lightning defense ------ Fatigue -12% Resistance +7% lightning other ------- Encumbrance +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
schematic: Second Skin0.1 Encumbrance 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: Viral Injector0.1 Encumbrance 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. |
The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats Cun +8 offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+0 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
shimmering Robe of the Worm of Angolwen (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats Mag +3, Wil +3 offense ------ Spellpower +7 (+0 eff.) Spellpower/crit +3 Damage +12% arcane defense ------ Resistance +7% all Silence Resist +26% other ------- Max mana +22.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
schematic: Magnetic Shell0.1 Encumbrance 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. |
Robe of the Archmage (10 def, 10 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats Mag +6, Wil +6, Cun +6 offense ------ Spellpower +15 (+1 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+0 eff.) Resistance +10% lightning, +10% cold +10% fire, +10% arcane +13% all Spell save +20 (+2 eff.) Mind save +15 (+1 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
2 schematic: Voltaic Sentry0.1 Encumbrance 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. |
Staff of Destruction (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 20.0 - 24.0 Fire Uses 150% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% On-Hit, radius 1 +0 20% chance of physical repulsion While equipped: offense ------ Spell Crit +15% Spellpower +10 (+0 eff.) Damage +20% lightning, +20% fire +20% arcane, +20% cold other ------- Talents +1 Command Staff On Spell Hit: 10% Impending Doom level 1 This unique-looking staff is carved with runes of destruction. |
schematic: Ablative Armour0.1 Encumbrance 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: Mental Stimulator0.1 Encumbrance 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. |
Seeds of the Black Tree (17-19 power, 27 apr, darkness damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Weapon Damage 17.0 - 18.7 Darkness Uses 80% Wil, 80% Mag Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats Wil +6, Mag +6 offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+0 eff.) Mindpower +12 (+0 eff.) Damage +10% blight, +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
Acera (33-46 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Unique] Arcane/Master Weapon Damage 33.0 - 46.2 Acid Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +0 20% chance of physical repulsion On-crit, radius 2 +40 corrosive acid While equipped: offense ------ Physical Crit +10.0% Spell Crit +10% Damage +20% acid Ignore resists +20% acid defense ------ Resistance +15% acid Corrosive Worm: Effective talent level: 5.5 Power cost 18 out of 30/30. Range 10 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 22% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 243 acid damage in a 4 radius ball. This damage will increase by 189% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Molten Skin (15 def, 12 armour)9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats Cun +6, Mag +6 offense ------ Physical Crit +8.0% Spell Crit +10% Critical power +20.00% Spellpower +15 (+1 eff.) On-Hit 15 light, 30 fire On-Ranged-Hit 15 light, 30 fire Damage +20% fire, +5% light, +10% all Ignore resists +10% light, +15% fire When Hit 30 fire defense ------ Armor +12 Defense +15 (+0 eff.) Resistance +20% fire, +12% light -5% cold other ------- Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Effective talent level: 5.5 Power cost 7 out of 16/16. Range melee/personal Cooldown: 5 Travel.spd instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 1063.22 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
2 schematic: Moss Tread0.1 Encumbrance 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. |
The Calm (15 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats Mag +10, Wil +8, Cun +6 offense ------ Spellpower +20 (+1 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+0 eff.) Resistance +20% lightning, +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 Encumbrance 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 Encumbrance 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. |
Shieldsmaiden (5 def, 20 armour, 150 block)7.0 Encumbrance T5 shield armor [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +20 Defense +5 (+0 eff.) Ranged Defense +12 (+0 eff.) Fatigue +10% Resistance +25% cold, +25% fire other ------- Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats Str +2, Con +2 defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% Resistance +10% acid, +10% fire +10% darkness, +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
schematic: Voltaic Shell0.1 Encumbrance 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. |
109 alchemist agate0.0 Encumbrance 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. |
Ramroller (40-60 power, 24 apr)3.0 Encumbrance T5 steamsaw 2H weapon [Unique] Steamtech Weapon Damage 40.0 - 60.0 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% Block +180 On-Hit, radius 1 +0 20% chance of physical repulsion Uses 1.0 Steam While equipped: defense ------ Armor +19 Defense +14 (+0 eff.) other ------- Talents +5 Block Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!" |
Black Robe (6 def, 0 armour)2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats Mag +5, Wil +4, Cun +3 offense ------ Physical Power +10 (+0 eff.) Spellpower +30 (+1 eff.) defense ------ Defense +6 (+0 eff.) Resistance +15% all Spell save +25 (+2 eff.) Blind Resist +50% other ------- See Invisibility +10 On Spell Hit: 5% Blood Grasp level 3 On Spell Hit: 5% Soul Rot level 3 A silk robe, darker than the darkest night sky, it radiates power. |
schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 Encumbrance 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. |
The Twisted Blade (50-75 power, 24 apr)3.0 Encumbrance T5 steamsaw 2H weapon [Unique] Unknown/Steamtech Weapon Damage 50.0 - 75.0 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% Block +150 Lifesteal +10% On-Hit, radius 1 +0 20% chance of physical repulsion On Kill: * Fully heal yourself. (15 turn cooldown) Uses 1.0 Steam While equipped: defense ------ Armor +18 Defense +14 (+0 eff.) Fatigue +15% other ------- Talents +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... |
Champion's Will (67-107 power, 22 apr)3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 67.0 - 107.2 Physical Uses 40% Wil, 115% Str, 50% Mag 20% Con Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +12.0% Attack Speed 100% On-Hit, radius 1 +0 20% chance of physical repulsion On Hit: * releases a burst of light, dealing 357 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats Str +12, Mag +6, Con +7 other ------- Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 18 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Storm Fury4.0 Encumbrance T5 longbow 2H weapon [Unique] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-Hit, radius 1 +0 20% chance of physical repulsion On Hit: 12% Chain Lightning level 3 While equipped: Stats Dex +10, Mag +10 offense ------ Spell Crit +10% Spellpower +30 (+1 eff.) Move Speed +30% On-Ranged-Hit 75 lightning Damage +25% lightning defense ------ Defense +30 (+1 eff.) Resistance +20% lightning other ------- Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 2098 to 4196 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Galen's Flowing Robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats Mag +7, Wil +7, Cun +7 offense ------ Spell Crit +12% Spellpower +35 (+2 eff.) Damage +37% lightning, +37% temporal +37% cold, +37% fire +37% arcane, +37% physical defense ------ Resistance +15% all other ------- 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! |
Blighted Maul (96-144 power, 22 apr)12.0 Encumbrance T5 greatmaul 2H weapon [Unique] Arcane Weapon Damage 96.0 - 144.0 Physical Uses 40% Wil, 50% Mag, 140% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 83% On-hit +50 item blight disease Damage Conversion 20% blight On-Hit, radius 1 +0 20% chance of physical repulsion On Hit: * 50% chance to reduce strength, dexterity, and constitution by 84 * Blasts creatures in a radius 1 shockwave around your target for 2515.76 to 7547.28 physical damage (based on Strength). While equipped: offense ------ Critical power +40.00% Damage +12% physical defense ------ Knockbk Resist +30% Knock away other creatures within radius 4), dealing 7446.98 to 14893.96 physical damage (based on Strength) to each. Uses 30 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Void Shard2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats Mag +8 offense ------ Spellpower +10 (+0 eff.) Damage +12% darkness, +12% temporal When Hit 16 void defense ------ Resistance +10% darkness, +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 2546.44 temporal and 2330.64 darkness damage (based on Magic). Uses 12 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
2 schematic: Grounding Strap0.1 Encumbrance 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. |
Frozen Shroud (12 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats Mag +12 offense ------ Damage +25% cold When Hit 60 ice defense ------ Defense +12 (+0 eff.) Resistance -15% fire, +25% cold +0% nature, +8% all Release a radius 4 chilling blast, instantly dealing 7186.35 cold damage and condensing the air into freezing vapors that deal 2395.45 cold damage (based on Magic) each turn for 10 turns. Uses 18 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
schematic: Fatal Attractor0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats Str +5, Dex +3, Con +4 defense ------ Armor +18 Defense +10 (+0 eff.) Fatigue +16% Resistance +20% acid, +20% blight +20% fire, +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 5.4 Power cost 30 out of 80/80. Range 10 Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 434.94 fire damage in a radius of 5 each turn for 9 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. |
2 schematic: Rocket Boots0.1 Encumbrance 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: Flash Powder0.1 Encumbrance 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 Encumbrance 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. |
Dethblyd (70-112 power, 18 apr)3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 70.0 - 112.0 Physical Uses 40% Wil, 60% Mag, 130% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +18 Critical Rate +20.0% Attack Speed 100% Lifesteal +5% On-Hit, radius 1 +0 20% chance of physical repulsion On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats Str +10, Mag +8, Con +5 other ------- Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Annihilator4.0 Encumbrance T5 steamgun 2H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 79% Damage Multiplier 100% Range +8 Projectile Speed +600% On-Hit, radius 1 +0 20% chance of physical repulsion On Hit: * 50% chance to reload 1 ammo Uses 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
Thoughtcaster4.0 Encumbrance T5 steamgun 1H weapon [Unique] Psionic/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Damage Multiplier 110% Range +10 Projectile Speed +600% On Hit: * deal 440.84 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: offense ------ Steam Crit +5% Mind Crit +5% Steampower +15 (+0 eff.) Mindpower +15 (+0 eff.) other ------- Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
2 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Item imbue powers: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
schematic: Waterproof Coating0.1 Encumbrance 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. |
13 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Chromatic Harness (10 def, 14 armour)14.0 Encumbrance T5 heavy armor [Unique] Nature While equipped: Stats Str +6, Wil +6, Cun +4 Lck +10 defense ------ Armor +14 Defense +10 (+0 eff.) Fatigue +16% Resistance +20% lightning, +20% physical +20% cold, +20% fire +20% acid Blind Resist +50% Stun Resist +25% Knockbk Resist +50% other ------- Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Blightstopper (18 def, 12 armour, 240 block)7.0 Encumbrance T5 shield armor [Unique] Nature/Disrupt Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ When Hit 15 nature defense ------ Armor +12 Defense +18 (+1 eff.) Ranged Defense +12 (+0 eff.) Fatigue +22% Resistance +35% blight, +15% nature Spell save +24 (+2 eff.) Disease Resist +60% other ------- Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 7 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 14 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
6 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Goedalath Rock0.1 Encumbrance T5 demonic gem [Unique] Arcane While carried: When Hit 34 healing Mind save -18 (-2 eff.) Life Regen -2.00 Healmod -50% Light -2 Item imbue powers: Physical Power +12 (+0 eff.) Spellpower +16 (+1 eff.) Damage +9% all When Hit 34 darkness Healmod +50% Infravision +3 See Invisibility +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
2 schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 Encumbrance 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. |
Unstoppable Mauler (48-72 power, 15 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Unique] Master Weapon Damage 48.0 - 72.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +3.0% Attack Speed 100% On Hit: 15% Sunder Armour level 3 While equipped: offense ------ Accuracy +20 (+1 eff.) defense ------ Pinning Resist +100% Knockbk Resist +100% Fearless Cleave: Effective talent level: 4.5 Power cost 11 out of 18/18. Range melee/personal Cooldown: 0 Travel.spd instantaneous Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 138% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
Brass Goggles (10 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats Cun +20 offense ------ Steam Crit +5% Steampower +5 (+0 eff.) Accuracy +20 (+1 eff.) Ignore Armor +15 defense ------ Defense +10 (+0 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
8 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
schematic: Brain Cap0.1 Encumbrance T1 schematic scroll [Unique] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+0 eff.) Physical save +10 (+1 eff.) Spell save +10 (+1 eff.) Mind save +10 (+0 eff.) Item imbue powers: Defense +10 (+0 eff.) Physical save +10 (+1 eff.) Spell save +10 (+1 eff.) Mind save +10 (+0 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 schematic: Thunderclap Coating0.1 Encumbrance 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 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+0 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+0 eff.) Physical save +8 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+0 eff.) Item imbue powers: Defense +8 (+0 eff.) Physical save +8 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mirrorazor (35-52 power, 23 apr)3.0 Encumbrance T4 steamsaw 1H weapon [Unique] Arcane/Steamtech Weapon Damage 35.0 - 52.5 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +23 Critical Rate +5.0% Attack Speed 100% Block +60 Damage Conversion 50% temporal On Hit: 8% Turn Back the Clock level 2 Uses 1.0 Steam While equipped: defense ------ Armor +5 Defense +20 (+1 eff.) Fatigue +8% Resistance +15% temporal other ------- Talents +2 Block 5 turns after use, mirror yourself across the map (centered around the location you were standing when activated).. Uses 18 power out of 30/30 Activation is instant. The experiment of a mad chronomancer, this strange device is a portal into a backwards universe! That is, everything there spins the opposite direction. I guess it probably grinds things pretty well. |
4 schematic: Steamgun0.1 Encumbrance 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 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill Edge0.1 Encumbrance 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: Razor Edge0.1 Encumbrance 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. |
Spectral Blade (26-42 power, 25 apr)0.1 Encumbrance T2 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 26.0 - 41.6 Physical Uses 40% Wil, 60% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +25 Critical Rate +3.0% Attack Speed 111% On-hit +15 arcane On-crit, radius 2 +30 arcane silence While equipped: offense ------ Spellpower +5 (+0 eff.) other ------- Mana/turn +0.50 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
The Forgotten (12-13 power, 22 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 12.0 - 13.2 Mind Uses 90% Wil, 50% Mag, 10% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +22 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Cun +3, Wil +4 offense ------ Mind Crit +5% Mindpower +5 (+0 eff.) defense ------ Mind save +15 (+1 eff.) Confuse all enemies in radius 3 for 5 turns. Uses 15 power out of 25/25 A strange mindstar, overgrown with granite and cracked. It seems incredibly ancient and horribly damaged, but still functions. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+0 eff.) Item imbue powers: Defense +6 (+0 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+0 eff.) Item imbue powers: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+0 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Eye of Summer (8-9 power, 18 apr, fire damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Fire Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+0 eff.) Global Speed +5% Damage +10% fire Ignore resists +10% fire defense ------ Resistance -10% cold On Mind Hit: 10% Flame Fury level 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
Talosis' Counterpoint4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +15 physical Uses 2.0 Steam While equipped: Stats Con +2 offense ------ Physical Crit +4.0% Accuracy +5 (+0 eff.) other ------- Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Murderfang's Surekill4.0 Encumbrance T3 steamgun 1H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Critical Rate -10.0% Attack Speed 100% Damage Multiplier 100% Range +6 Projectile Speed +1500% On Critical: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Uses 2.0 Steam While equipped: offense ------ Critical power +50.00% other ------- Talents +3 Surekill "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+0 eff.) Damage +15% light, +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+0 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 1483.92 darkness damage (based on Mindpower and charge). Uses 6 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Jaw of Rogroth1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+0 eff.) other ------- Vim/kill +4.00 Max souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 14 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats Dex +3 offense ------ Move Speed +10% defense ------ Defense +4 (+0 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 4.5 Power cost 12 out of 20/20. Range 9 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 9 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats Dex +2 defense ------ Armor +8 Defense +5 (+0 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 3.5 Power cost 12 out of 30/30. Range 10 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 6 turns. The bone will also deal 618.17 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 118 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. |
Shard of Insanity0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +8 (+0 eff.) On-Hit 5% confusion Damage +25% mind Ignore resists +20% mind When Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+3 eff.) Confus Resist -100% On Mind Hit: 8% Sunder Mind level 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Zemekkys' Broken Hourglass0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: Stats Wil +4 offense ------ Damage +10% temporal defense ------ Resistance +20% temporal Max Resistance +5% temporal other ------- Spell cooldown 10% Time Stop: Effective talent level: 2.5 Power cost 30 out of 80/80. Range melee/personal Cooldown: 37 Travel.spd instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
Titan4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Attack Speed 100% Damage Multiplier 175% Range +3 Projectile Speed +600% Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
Vindicator4.0 Encumbrance T3 steamgun 1H weapon [Unique] Arcane/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Attack Speed 100% Damage Multiplier 100% Range +7 Projectile Speed +600% Damage Against +25% Undead On Critical: * release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Uses 2.0 Steam "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" |
Overburst4.0 Encumbrance T4 steamgun 1H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Attack Speed 100% Damage Multiplier 120% Range +7 Projectile Speed +600% On Hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. Uses 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
Pouch of the Subconscious (20/20, 38-46 power, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Psionic Weapon Damage 38.0 - 45.6 Physical Uses 50% Wil, 70% Dex, 50% Mag 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On-ranged-hit +25 mind, +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Wind Worn Shot (25/25, 39-47 power, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Nature Weapon Damage 39.0 - 46.8 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 Projectile Speed +100% On Hit: 10% Tornado level 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Therapeutic Platemail (4 def, 10 armour)12.0 Encumbrance T2 massive armor [Unique] Master/Steamtech While equipped: Stats Dex +3, Con +3 offense ------ Steampower +10 (+0 eff.) defense ------ Armor +10 Defense +4 (+0 eff.) Fatigue +22% Resistance +15% cold, +10% fire Healmod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 7 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
Revenant (8 def, 20 armour)17.0 Encumbrance T3 massive armor [Unique] Arcane/Master While equipped: Stats Mag +5, Con +5 defense ------ Armor +20 Defense +8 (+0 eff.) Fatigue +12% Physical save +12 (+1 eff.) Spell save +12 (+1 eff.) Mind save +12 (+1 eff.) Silence Resist +0% Confus Resist +21% Pinning Resist +0% Stun Resist +59% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
kruk cloak (0 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. |
Serpentine Cloak (20 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats Dex +4, Wil +4, Cun +4 offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+1 eff.) Resistance +0% nature, +0% cold Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Cunning and malice seem to emanate from this cloak. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats Str +6, Dex +6 offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% Gauntlets. But with steam power! |
Steam Powered Helm (3 def, 12 armour)3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats Str +5, Con +5 defense ------ Armor +12 Defense +3 (+0 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
Ureslak's Focus0.0 Encumbrance T4 multi-hued gem [Unique] Arcane While equipped: Stats Mag +6, Con +6 Physical Power +12 (+0 eff.) Spellpower +12 (+0 eff.) Damage +6% lightning, +6% physical +18% darkness, +6% fire +6% cold, +6% acid On Spell Hit: 12% Necrotic Breath level 2 Item imbue powers: Stats Mag +6, Con +6 Physical Power +12 (+0 eff.) Spellpower +12 (+0 eff.) Damage +6% lightning, +6% physical +18% darkness, +6% fire +6% cold, +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Dúathedlen Heart1.0 Encumbrance T4 lite [Unique] Arcane While equipped: Stats Mag +5 offense ------ Physical Power +7 (+0 eff.) On-Hit 20 darkness defense ------ Resistance +30% light Max Resistance +10% light other ------- Light -1000 Infravision +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness level 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 3.5 Power cost 15 out of 25/25. Range 9 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 1163.67 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 1163.67 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Tower Detonator0.0 Encumbrance bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
Automated Portable Extractor0.0 Encumbrance 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. |
Cut Drem Arm2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Honeywood Chalice2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats Str +5 offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+1 eff.) Life Regen +0.15 Healmod +10% other ------- Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold (Nightmare (Roguelike) difficulty)
Buy an item from an AAA.By Trendafilka the Orc Gunslinger level 21
10th Revenge 124th year of Ascendancy at 03:13 see stats
Across the Narrow Sea (Nightmare (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Trendafilka the Orc Gunslinger level 17
44th Retaking 124th year of Ascendancy at 08:25 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Trendafilka the Orc Gunslinger level 2
10th Retaking 124th year of Ascendancy at 17:59 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Trendafilka the Orc Gunslinger level 50
32nd Revenge 124th year of Ascendancy at 18:03 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Trendafilka the Orc Gunslinger level 10
15th Retaking 124th year of Ascendancy at 16:35 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Trendafilka the Orc Gunslinger level 20
48th Retaking 124th year of Ascendancy at 17:31 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Trendafilka the Orc Gunslinger level 30
25th Revenge 124th year of Ascendancy at 17:41 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Trendafilka the Orc Gunslinger level 40
30th Revenge 124th year of Ascendancy at 01:53 see stats
Level 50 (Nightmare (Roguelike) difficulty)
Got a character to level 50.By Trendafilka the Orc Gunslinger level 50
32nd Revenge 124th year of Ascendancy at 17:44 see stats
No Steam, No Palace. No Palace, No Palace! (Nightmare (Roguelike) difficulty)
Destroyed the Palace of Fumes without first destroying the geothermal valves in the Steam Quarry.By Trendafilka the Orc Gunslinger level 50
32nd Revenge 124th year of Ascendancy at 17:59 see stats
One Ill Turn Deserves Another (Nightmare (Roguelike) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Trendafilka the Orc Gunslinger level 50
32nd Revenge 124th year of Ascendancy at 17:59 see stats
Overpowered! (Nightmare (Roguelike) difficulty)
Did over 6000 damage in one attack.By Trendafilka the Orc Gunslinger level 50
37th Pain 124th year of Ascendancy at 10:51 see stats
Reclaiming Garkul's Heritage (Nightmare (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Trendafilka the Orc Gunslinger level 50
23rd Pain 124th year of Ascendancy at 02:40 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Trendafilka the Orc Gunslinger level 28
25th Revenge 124th year of Ascendancy at 04:16 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Trendafilka the Orc Gunslinger level 16
41st Retaking 124th year of Ascendancy at 14:23 see stats
The Dead God Rests (Nightmare (Roguelike) difficulty)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Trendafilka the Orc Gunslinger level 50
37th Revenge 124th year of Ascendancy at 13:54 see stats
The bigger the better! (Nightmare (Roguelike) difficulty)
Did over 3000 damage in one attack.By Trendafilka the Orc Gunslinger level 35
28th Revenge 124th year of Ascendancy at 22:53 see stats
To the Bitter End (Nightmare (Roguelike) difficulty)
You have destroyed the last remnants of the Atmos Tribe, ending their civilization.By Trendafilka the Orc Gunslinger level 50
37th Revenge 124th year of Ascendancy at 18:45 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Trendafilka the Orc Gunslinger level 2
10th Retaking 124th year of Ascendancy at 17:59 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Trendafilka the Orc Gunslinger level 2
10th Retaking 124th year of Ascendancy at 17:59 see stats
Log
Trendafilka shoots!
Eluma the anorithil's light area effect hits Trendafilka for (57 flat reduction), (30 shifted), 0 light (0 total damage).
Trendafilka's Shoot performs a ranged critical strike against Eluma the anorithil!
Eluma the anorithil's fades into the shadows.
Trendafilka roars triumphantly.
Trendafilka's Shoot hits Eluma the anorithil for 9201 physical damage.
Trendafilka's Shoot killed Eluma the anorithil!
Eluma the anorithil's light area effect hits Trendafilka for (57 flat reduction), 13 light (13 total damage).
Trendafilka's embedded restoration system activate.
Trendafilka's tinker attains critical power!
Trendafilka receives 5523 healing.
Trendafilka is no longer inspired.
The protective shield of Trendafilka disappears.
Trendafilka picks up ( .): schematic: Razor Edge.
Trendafilka picks up ( .): schematic: Flash Powder.
Trendafilka picks up ( .): blink rune (range 9; phase 25; cd 10).
Trendafilka picks up ( .): flaming voratun dagger of torment (38-49 power, 9 apr).
Trendafilka picks up ( .): stormbringer's iron dagger of massacre (17-22 power, 5 apr).
Trendafilka picks up ( .): earthen ash magestaff of the prodigy (15-18 power, 3 apr, cold element).
Trendafilka picks up ( .): Robe of Force (12 def, 8 armour).
Trendafilka picks up ( .): Camanik (dig speed 10 turns).
Trendafilka picks up ( .): rejuvenating drakeskin leather armour of Eyal (20 def, 8 armour).
Lore found: Robe of Force
You can read all your collected lore in the game menu, by pressing Escape.
Talent Pain Enhancement System is ready to use.
Saving game...
Saving done.
Trendafilka deactivates her cloak's restoration systems.







































































































































































































































