
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Krog |
| Class | Sawbutcher |
| Level / Exp | 50 / 2259% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Poryresebeth the gigantic sandworm tunneler at level 42 on the 49th Pyre 123rd year of Ascendancy at 06:22 5 / 2Killed by saw horror at level 49 on the 18th Dusk 123rd year of Ascendancy at 21:22 |
| Antimagic | Follower |
Primary Stats
| Strength | 173 (base 60) |
| Dexterity | 83 (base 32) |
| Constitution | 54 (base 13) |
| Magic | 25 (base 9) |
| Willpower | 76 (base 60) |
| Cunning | 108 (base 65) |
Resources
| Life | 1891/1891 |
| Steam | 95/95 |
| Equilibrium | 30 |
| Psi | 196/196 |
| Healing Factor | 1.9506466828314 |
| Regeneration | 111.99094127211 |
Speed
| Mental | +20% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 16 |
| Infravision | 4 |
| See Stealth | 17 |
| See Invisible | 13 |
Offense: Mainhand
| Damage | 243 |
| Accuracy | 91 |
| Crit Chance | 111% |
| APR | 72 |
| Speed | 0.83 |
Offense: Offhand
| Damage | 112 |
| Accuracy | 91 |
| Crit Chance | 111% |
| APR | 72 |
| Speed | 0.83 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +26% |
| Light | +49% |
| Darkness | +44% |
| Nature | +20% |
| Physical | +74% |
| Fire | +40% |
| All | +17% |
Offense: Damage Penetration
| Lightning | +5% |
| Fire | +28% |
| Physical | +64% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 106.91124283488 (100%) |
| Defense | 69 |
| Ranged Defense | 69 |
| Fatigue | 0 |
| Physical Save | 59 |
| Spell Save | 40 |
| Mental Save | 66 |
Defense: Resistances
| Acid | + 47%( 70%) |
| Blight | + 53%( 70%) |
| Physical | + 43%( 70%) |
| Cold | + 68%( 70%) |
| All | + 30%( 70%) |
| Lightning | + 53%( 70%) |
| Light | + 40%( 70%) |
| Temporal | + 40%( 70%) |
| Mind | + 70%( 70%) |
| Darkness | + 65%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 57%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 96% |
| Blind Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 70% |
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.4 steam per turn. Can be activated for an instant burst of 107 steam. Its effects scale with your Strength 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 223% efficiency and cooldown mod of 62%. 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 209% efficiency and cooldown mod of 70%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 1090% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 2/5 |
| Steamtech / Sawmaiming | 1.58 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Steamtech / Battle machinery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Steamtech / Blacksmith | 1.48 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Furnace |
| talent | Tempest of Metal |
| talent | Overheat Saws |
| talent | Melting Point |
| talent | Mow Down |
| talent | Antimagic Shield |
| talent | Grinding Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Strength by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 19. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed faerlhing fang. * You've found the needed mummified bone. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed electric eel tail. * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed minotaur nose. * You've found the needed vial of greater demon bile. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour) 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Phys.save +15 (+4 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Quiver | pouch of steel shots of erosion (20/20, 20-23 power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 20 Ranged+ +7 nature While equipped: Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Offalgrinder' 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature +20% light Res.pen +15% mind Melee Ret 6 mind ----- def ----- Resists +9% nature +3% lightning Blind- +24% Confus- +12% ---------- misc Light +11 See.Stealth +17 See.Invis +7 Track: Puts all charms on 40 cooldown Level 7.7 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 41 for 9 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Eastern Wood Hat (15 def, 0 armour) 2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+8 eff.) Apr +15 ----- def ----- Defense +15 (+4 eff.) Resists +35% mind Mind.save +20 (+5 eff.) Blind- +100% ---------- misc Talents +4 Arcane Disruption Wave Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% ---------- misc Talents +5 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | Fogwing the dwarven-steel torque of psionic shield [power 93] (25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +21% darkness ----- def ----- Armour +4 Resists +15% cold +12% darkness +9% temporal Crit.chn- 10.00% Setup a psionic shield, reducing all damage taken by 93 for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 44% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | voratun ring 'Aeryramalach'0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: ----- def ----- Resists +1% physical +6% darkness +3% temporal Mind.save +15 (+4 eff.) Max.HP +133.00 HP.reg +20.00 Heal.mod +18% Disarm- +40% Confus- +52% Pinning- +50% Stun/Frz- +20% Knockbk- +48% Teleport- +10% Rings make your fingers look great! |
| On fingers | Eclipseedge the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% fire ----- def ----- Resists +3% temporal +6% darkness +13% blight +9% cold +24% nature Max.HP +150.00 HP.reg +16.00 Heal.mod +16% Poison- +26% Disease- +27% Disarm- +35% Pinning- +31% Knockbk- +50% Rings make your fingers look great! |
| Around neck | Isevena0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Crit.mult +15.00% Phys.pwr +7 (+1 eff.) Mind.pwr +5 (+1 eff.) Phys.spd +10% Dmg.mod +7% physical ----- def ----- Phys.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Max.HP +36.00 HP.reg +2.00 ---------- misc Max.hate +4.00 Max.psi +30.00 Masteries +0.28 Steamtech/Blacksmith +0.28 Steamtech/Sawmaiming Amulets make your neck look great! |
| In main hand | Glimmertaint (51-76 power, 20 apr) 3.0 T5 steamsaw 1H weapon [Random Unique] Master/Steamtech Power 51.0 - 76.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +25.0% Atk.spd 100% Block +102 Melee+ +8 light On Hit.r1 +4 cold Uses 1.0 Steam While equipped: Stats +11 Str +7 Con dps ---------- Phys.pwr +14 (+3 eff.) Dmg.mod +12% light +11% physical Res.pen +7% physical Acc +22 (+4 eff.) ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +6% cold Disarm- +25% ---------- misc Light +3 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Blastkin 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +7 (+1 eff.) Dmg.mod +6% acid +15% physical Res.pen +5% lightning +14% physical Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce armor by 23% ----- def ----- Defense +10 (+2 eff.) Resists +6% acid Spell.save +13 (+4 eff.) Proj.slow +25% HP.reg +2.80 Heal.mod +17% ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | Isagayavena the Fogsquall (40-60 power, 20 apr) 3.0 T5 steamsaw 1H weapon [Random Unique] Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +25.0% Atk.spd 100% Block +112 Uses 1.0 Steam While equipped: Stats +10 Dex +7 Mag +3 Wil dps ---------- Phys.crit +30.0% Crit.mult +62.00% Phys.spd +10% Dmg.mod +3% acid +6% darkness Acc +25 (+5 eff.) Apr +23 ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Isalaith the cashmere cloak (2 def, 10 armour) 2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +4 Str +7 Dex +3 Cun +3 Con ----- def ----- Armour +10 Defense +2 (+0 eff.) Resists +3% acid +6% darkness +25% cold +6% nature +30% lightning Spell.save +11 (+4 eff.) Stun/Frz- +50% ---------- misc Stam/turn +1.10 See.Invis +6 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Plate of the Blackened Mind (15 def, 40 armour) 17.0 T5 massive armor Reqs Massive armour training [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+3 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+4 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+4 eff.) Mind.save +25 (+7 eff.) HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 3.5 Pwr.cost 15 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 5 turns and vulnerable to attacks. They will lose 15 Armour, 22 Defense and your attacks will gain 30% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
medical injector implant (efficiency 117% / cooldown 68%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 117% efficiency and cooldown mod of 68%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 166% / cooldown 63%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 166% efficiency and cooldown mod of 63%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the psychic (efficiency 134% / cooldown 50%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 134% efficiency and cooldown mod of 50%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the psychic (efficiency 162% / cooldown 78%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 162% efficiency and cooldown mod of 78%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the warrior (efficiency 201% / cooldown 83%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 201% efficiency and cooldown mod of 83%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 10)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.0 steam per turn. Can be activated for an instant burst of 50 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the sneak (steam 14)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.8 steam per turn. Can be activated for an instant burst of 69 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the titan (steam 13)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.7 steam per turn. Can be activated for an instant burst of 64 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the warrior (steam 17)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 16.8 steam per turn. Can be activated for an instant burst of 84 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the warrior (steam 15)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.9 steam per turn. Can be activated for an instant burst of 74 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion of the sneak (heal 256; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 256 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 758%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 758% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the duelist (speed 772%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 772% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 447; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 447 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Amurig the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +8 (+1 eff.) Phys.spd +10% Dmg.mod +12% blight +3% temporal +8% physical On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +16% mind +9% blight Confus- +30% ---------- misc Masteries +0.26 Steamtech/Chemistry Amulets make your neck look great! |
Bethytta the Woebore0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Dex +4 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% Resists +6% blight +3% cold HP.reg +1.00 ---------- misc Stam/turn +0.50 Masteries +0.22 Steamtech/Battle machinery +0.22 Steamtech/Chemistry Amulets make your neck look great! |
Eilinisemira the steel amulet0.1 T2 amulet jewelry [Random Unique] Disrupt/Master While equipped: ----- def ----- Armour +8 Defense +25 (+6 eff.) Resists +11% nature +13% blight Res.Cap +4% all Phys.save +12 (+3 eff.) Die.at -60.00 life Poison- +26% Disease- +21% ---------- misc Masteries +0.21 Steamtech/Blacksmith +0.21 Wild-gift/Antimagic Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying steel amulet of dexterity (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% mind Confus- +22% Amulets make your neck look great! |
copper amulet 'Layyldalaith'0.1 T1 amulet jewelry [Rare] Disrupt While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 62% ----- def ----- Resists +10% blight +9% acid +16% nature +6% lightning Poison- +20% Disease- +25% Amulets make your neck look great! |
grounding stralite amulet of perfection (0.32 Steamtech / Physics,0.32 Steamtech / Furnace)0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +29% ---------- misc Masteries +0.32 Steamtech/Physics +0.32 Steamtech/Furnace Amulets make your neck look great! |
insulating steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +10% fire +10% cold Amulets make your neck look great! |
savior's steel amulet of perfection (0.22 Steamtech / Battle machinery,0.22 Steamtech / Engineering)0.1 T2 amulet jewelry [Ego++] Master While equipped: ----- def ----- Phys.save +12 (+3 eff.) Spell.save +13 (+4 eff.) Mind.save +13 (+4 eff.) ---------- misc Masteries +0.22 Steamtech/Engineering +0.22 Steamtech/Battle machinery Amulets make your neck look great! |
serendipitous voratun amulet0.1 T5 amulet jewelry [Ego+] Nature While equipped: Stats +13 Lck dps ---------- Acc +18 (+3 eff.) ----- def ----- Defense +19 (+5 eff.) Unseen.red 16% Amulets make your neck look great! |
starlit gold amulet of vision0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +14% light +12% darkness Blind- +39% ---------- misc Infravis +4 Sight +2 See.Invis +8 Amulets make your neck look great! |
starseer's voratun amulet of willpower (+4)0.1 T5 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +5 Wil +4 Mag dps ---------- Spell.crit +6% Spell.pwr +5 (+3 eff.) Dmg.mod +6% darkness +6% temporal +6% light +7% physical Amulets make your neck look great! |
steel amulet 'Undeathguile'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil +7 Con dps ---------- Dmg.mod +15% nature Res.pen +10% fire ----- def ----- Resists +15% mind Crit.chn- 10.00% Confus- +23% Amulets make your neck look great! |
Belolraba0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +7 Dex +9 Con dps ---------- Dmg.mod +20% darkness Acc +35 (+7 eff.) ----- def ----- Defense +25 (+6 eff.) Resists +40% darkness ---------- misc Stam/turn +3.88 Infravis +4 Rings make your fingers look great! |
Eilinybrena0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Dex +4 Mag +4 Cun dps ---------- Phys.crit +4.0% Crit.mult +15.00% Phys.pwr +30 (+6 eff.) Spell.pwr +8 (+4 eff.) Res.pen +10% mind Apr +5 ----- def ----- Resists +5% arcane ---------- misc Hate/m.crit +2.00 Rings make your fingers look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Emedata the Lustrespar0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% light Res.pen +15% mind ----- def ----- Resists +15% blight +18% lightning +5% arcane +9% nature Max.HP +54.00 HP.reg +10.00 Heal.mod +14% Rings make your fingers look great! |
Emona0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +6 Con dps ---------- Phys.crit +4.0% Phys.pwr +31 (+6 eff.) Dmg.mod +9% acid Res.pen +20% physical ----- def ----- Resists +7% physical Mind.save +13 (+4 eff.) Die.at -80.00 life Confus- +44% Rings make your fingers look great! |
Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 84.73 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Lightningglamour the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: ----- def ----- Armour +8 Resists +6% light +12% lightning Mind.save +8 (+2 eff.) Max.HP +100.00 HP.reg +4.00 Blind- +10% Confus- +26% Rings make your fingers look great! |
Lisyyabeth0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Wil +8 Con dps ---------- Spell.crit +4% Phys.pwr +17 (+3 eff.) Spell.pwr +16 (+8 eff.) Mind.pwr +17 (+5 eff.) Mov.spd +24% Dmg.mod +6% arcane +7% all Res.pen +10% blight +20% arcane Acc +15 (+3 eff.) ----- def ----- Defense +15 (+4 eff.) Phys.save +16 (+4 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 4.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper ring 'Eclipseflash'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Armour +8 Fatigue -4% Resists +6% nature Heal.mod +5% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +23 Rings make your fingers look great! |
gladiator's voratun ring of misery0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +8 Str +9 Cun +8 Con dps ---------- Phys.pwr +11 (+2 eff.) Melee+ 29 physical Ranged+ 21 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 34 On Hit (Ranged): * 16% chance to reduce all saves and defense by 34 ---------- misc Hate/m.crit +2.00 Max.hate +11.00 Bleeding Edge: Puts all charms on 20 cooldown Level 5.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
gold ring 'Urthayarin'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +16% fire Res.pen +25% acid ----- def ----- Defense +10 (+2 eff.) Resists +6% blight +32% fire +15% nature +6% temporal Spell.save +15 (+5 eff.) Stun/Frz- +20% Knockbk- +20% Teleport- +20% Rings make your fingers look great! |
gold ring of frost (+24%)0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Rings make your fingers look great! |
psionicist's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) Max.HP +22.00 Disarm- +20% Pinning- +22% Knockbk- +20% Rings make your fingers look great! |
rogue's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun dps ---------- Acc +9 (+1 eff.) Apr +8 ----- def ----- Defense +17 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
savior's steel ring of frost (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Phys.save +8 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +8 (+2 eff.) Rings make your fingers look great! |
solipsist's stralite ring0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +12 (+3 eff.) Rings make your fingers look great! |
steel ring 'Hellminister'0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% acid +6% mind Res.pen +20% mind Melee Ret 4 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 34 ----- def ----- Resists +12% mind Mind.save +9 (+3 eff.) Confus- +31% Rings make your fingers look great! |
titan's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Phys.save +4 (+1 eff.) Rings make your fingers look great! |
treant's gold ring of lightning (+8%)0.1 T3 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +13% lightning ----- def ----- Resists +8% blight +5% nature +26% lightning Poison- +15% Disease- +19% Rings make your fingers look great! |
voratun ring0.1 T5 ring jewelry [Normal] Rings make your fingers look great! |
voratun ring of warding0.1 T5 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +12% acid +20% fire +30% lightning +20% cold Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
warrior's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +3 Str dps ---------- Acc +8 (+1 eff.) Apr +8 ----- def ----- Armour +6 Defense +9 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Shiverwend (44-61 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Master/Psionic Power 43.5 - 60.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +33 darkness Against +35% Living On Hit.r1 +8 acid On Crit.r2 +20 acid While equipped: dps ---------- Dmg.mod +3% fire +6% cold Acc +13 (+2 eff.) Melee Ret 4 cold On Hit (Melee): * 10% chance to reduce armor by 23% ----- def ----- Defense +14 (+3 eff.) Resists +3% cold +3% fire Disarm- +50% Sharp, long, and deadly. |
stormbringer's voratun mace of disruption (46-64 power, 6 apr)3.0 T5 mace 1H weapon [Ego++] Nature/Disrupt Power 45.5 - 63.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Against +27% Unnatural On Crit.r2 +34 lightning +20 cold On Hit: * 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% While equipped: dps ---------- Mov.spd +48% Res.pen +16% lightning +25% cold Blunt and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+22 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Elolle the Sunobsidian (32-48 power, 0 apr)3.0 T4 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 32.0 - 48.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +68 On Hit.r1 +8 fire On Crit.r2 +26 lightning +11 cold Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Dex dps ---------- Mov.spd +31% Phys.spd +10% Dmg.mod +6% arcane Res.pen +14% lightning +15% cold +5% arcane +11% all Acc +18 (+3 eff.) Apr +13 ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Emalle the voratun steamsaw (40-60 power, 0 apr)3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Disrupt/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +98 On Crit.r2 +85 fire On Hit: * 24 arcane resource burn Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- All.spd +10% Melee+ 9 acid Res.pen +5% acid +23% fire Melee Ret 17 acid On Hit (Melee): * 10% chance to reduce armor by 23% * 21% chance to slow global speed by 62% ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +15% lightning +6% temporal +5% arcane ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Grinder (36-54 power, 20 apr)3.0 T4 steamsaw 1H weapon [Unique] Psionic/Steamtech Power 36.0 - 54.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +14.0% Atk.spd 100% Block +50 HP.leech +5% Melee+ +10% gloom effects Uses 1.0 Steam While equipped: ----- def ----- Armour +8 Defense +12 (+3 eff.) Fatigue +10% ---------- misc 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. |
Heartrend (28-42 power, 19 apr)3.0 T4 steamsaw 1H weapon [Unique] Steamtech Power 28.0 - 42.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +19 Crit +9.0% Atk.spd 100% Block +50 On Hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +8 (+2 eff.) Fatigue +9% ---------- misc Talents +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
Lisariaba (30-45 power, 0 apr)3.0 T4 steamsaw 1H weapon [Random Unique] Master/Steamtech Power 30.0 - 45.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +73 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Wil +2 Cun +9 Con dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +10% physical ----- def ----- Armour +11 Defense +8 (+2 eff.) Fatigue +10% Resists +21% acid Disarm- +30% ---------- misc Max.vim +20.00 See.Invis +6 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Nerimita (20-31 power, 0 apr)3.0 T3 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +7.0% Atk.spd 100% Block +44 On Hit.r1 +8 physical Uses 1.0 Steam While equipped: Stats +4 Str +7 Wil +8 Con dps ---------- Dmg.mod +20% physical Res.pen +8% physical Acc +20 (+4 eff.) Apr +8 ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% Max.HP +22.00 ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Ramroller (40-60 power, 24 apr)3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +180 Uses 1.0 Steam While equipped: ----- def ----- Armour +19 Defense +14 (+3 eff.) ---------- misc 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!" |
Ravendredge (38-58 power, 0 apr)3.0 T5 steamsaw 1H weapon [Rare] Nature/Steamtech Power 38.5 - 57.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +92 Melee+ +21 arcane On Hit.r1 +16 arcane On Crit.r2 +12 darkness Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +15% arcane +31% darkness ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +13% acid +12% cold +13% fire +5% arcane +13% lightning ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Xoramina the Dawnviper (39-58 power, 0 apr)3.0 T5 steamsaw 1H weapon [Random Unique] Master/Steamtech Power 39.0 - 58.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +100 On Hit.r1 +8 light Uses 1.0 Steam While equipped: dps ---------- Phys.crit +13.0% Crit.mult +29.00% Dmg.mod +3% light Res.pen +10% nature +20% physical Acc +47 (+9 eff.) Apr +40 Melee Ret 10 nature 4 light ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +12% light ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
quick voratun steamsaw of ruin (40-59 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego++] Master/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +106 Uses 1.0 Steam While equipped: Stats +1 Dex dps ---------- Phys.crit +9.0% Crit.mult +23.00% Phys.spd +10% Acc +13 (+2 eff.) Apr +9 ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Amyleg (29-41 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Master Power 29.0 - 40.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +23 mind While equipped: Stats +4 Mag dps ---------- Phys.crit +12.0% Mind.crit +6% Crit.mult +52.63% Mind.pwr +34 (+9 eff.) Res.pen +28% blight Apr +10 ---------- misc Max.mana +60.00 One-handed war axes. |
Halylach (40-57 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Disrupt/Master Power 40.5 - 56.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 20 arcane resource burn On Crit: * Deals 96 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +4 Con dps ---------- Phys.pwr +9 (+2 eff.) Res.pen +10% physical ----- def ----- Resists +6% darkness Disarm- +18% One-handed war axes. |
Maleneg the Phlegmstake (53-74 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Master Power 53.0 - 74.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +16 darkness While equipped: dps ---------- Phys.crit +10.0% Crit.mult +35.00% Res.pen +15% physical Acc +23 (+4 eff.) Apr +26 ----- def ----- Resists +6% fire +6% blight +6% cold +15% nature +5% arcane One-handed war axes. |
Arcgasher the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +12% physical ----- def ----- Resists +6% acid +6% fire +15% lightning +5% cold Die.at -80.00 life A belt that goes around your waist. |
Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+5 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 5.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 51 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
hardened leather belt 'Runantir'1.0 T3 belt armor [Rare] Disrupt While equipped: ----- def ----- Defense +20 (+5 eff.) Resists +10% acid +6% light +10% blight +6% fire +9% mind Phys.save +15 (+4 eff.) Mind.save +6 (+2 eff.) Cut- +20% ---------- misc Infravis +3 A belt that goes around your waist. |
noble's rough leather belt of recklessness1.0 T1 belt armor [Ego++] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Phys.crit +4.0% Crit.mult +5.00% Phys.pwr +4 (+1 eff.) Against +18% Summoned ----- def ----- D.Red.from +17% Summoned A belt that goes around your waist. |
Aryba the Cloudwedge (2 def, 10 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +4 Dex +3 Con dps ---------- Dmg.mod +12% lightning ----- def ----- Armour +10 Defense +2 (+0 eff.) Resists +6% light Spell.save +6 (+2 eff.) Mind.save +12 (+3 eff.) Heal.mod +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.50 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Has a 50% chance each turn to slash an adjacent enemy for 352 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +15% mind Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 4.5 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 69 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Jetpack (10 def, 0 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
Pressurizer (8 def, 0 armour)2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
Shinequake (14 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind +15% temporal Res.pen +28% light +28% temporal ----- def ----- Defense +14 (+3 eff.) Resists +9% temporal +23% light +15% darkness Phys.save +15 (+4 eff.) ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Res.Cap +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Zanibar (11 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Cun dps ---------- Phys.crit +3.0% Crit.mult +5.00% Res.pen +20% physical Apr +1 ----- def ----- Defense +11 (+3 eff.) Phys.save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Winterweeper' (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +2 Dex dps ---------- Dmg.mod +15% cold Res.pen +10% cold Acc +27 (+5 eff.) ----- def ----- Defense +2 (+0 eff.) Fatigue -6% Resists +8% acid +9% light +8% fire +7% cold +6% lightning Max.HP +59.00 ---------- misc Max.stam +25.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Belildann' (3 def, 5 armour)2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.crit +4.0% Phys.pwr +3 (+0 eff.) Dmg.mod +3% acid On Hit (Melee): * 10% chance to slow global speed by 62% ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue -6% Resists +27% cold +15% light +3% temporal Phys.save +13 (+3 eff.) Max.HP +99.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galen's Flowing Robe (0 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+18 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 5% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (138 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (232 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Dairuroddaduleg the Prismbreaker (0 def, 9 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +15% arcane +15% physical Res.pen +10% arcane ----- def ----- Armour +9 Resists +11% lightning +11% temporal Die.at -80.00 life ---------- misc Max.stam +30.00 Light +2 A pair of boots made of leather. |
Isumina the Hazemoon (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +3% arcane +3% blight Res.pen +10% cold Melee Ret 10 cold On Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 13 ----- def ----- Armour +5 Fatigue +4% Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +12 (+3 eff.) Silence- +97% Confus- +91% Stun/Frz- +93% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Kegorn the Barkwalker (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Cun +6 Con dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Res.pen +10% acid Apr +4 Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Armour +3 A pair of boots made of leather. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Yarudunadin the pair of drakeskin leather boots (0 def, 11 armour)2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Phys.crit +1.0% Spell.pwr +12 (+6 eff.) Dmg.mod +9% physical Res.pen +10% physical ----- def ----- Armour +11 Phys.save +21 (+5 eff.) Spell.save +11 (+4 eff.) Mind.save +11 (+3 eff.) Die.at -20.00 life ---------- misc Stam/turn +3.10 Infravis +3 See.Invis +9 A pair of boots made of leather. |
Fist of the Destroyer (8 def, 0 armour)1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+2 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Level 6.5 Pwr.cost 12 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 81.38 fire damage and 83.66 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Level 4.5 Pwr.cost 20 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 29.25 mind and 36.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 28% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 27. Terrified: Deals 7.02 mind and 8.64 darkness damage per turn and increases cooldowns by 43%. Haunted: Causes the target to suffer 11.43 mind and 14.07 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 183.69 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 3.5 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 651.73 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Xanywe the Prismpain (0 def, 11 armour)1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Phys.crit +16.0% Spell.crit +16% Mind.crit +18% Crit.mult +13.00% Melee+ 15 physical Dmg.mod +6% light +9% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 34 ----- def ----- Armour +11 Resists +12% mind Phys.save +15 (+4 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +40% ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 16% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic voratun gauntlets of the verdant (0 def, 8 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: ----- def ----- Armour +8 Fatigue +5% Resists +14% blight +15% darkness +17% arcane Affinity +13% nature Spell.save +19 (+6 eff.) Mind.save +13 (+4 eff.) Max.HP +80.00 ---------- misc Masteries +0.20 Wild-gift/Antimagic Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+1 eff.) Acc +20 (+4 eff.) Apr +15 ----- def ----- Defense +10 (+2 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Ce'Nabeth the Radianceviper (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +8 Dex +3 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% cold Res.pen +10% light Melee Ret 6 light ----- def ----- Armour +5 Fatigue +5% Resists +11% nature +15% cold Spell.save +10 (+3 eff.) Max.HP +110.00 Heal.mod +16% ---------- misc Light +3 A cap made of leather. |
Dragon-helm of Kroltar (5 def, 9 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 4.5 Pwr.cost 45 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 47%) for 3 turns. The sound wave is so strong, your foes also take 319.07 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. |
Earyrand the drakeskin leather hat (0 def, 5 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +6 Str +13 Dex +5 Cun +6 Con dps ---------- Res.pen +25% physical Acc +25 (+5 eff.) Apr +11 ----- def ----- Armour +5 Fatigue +5% Resists +7% arcane +9% blight Phys.save +18 (+5 eff.) Mind.save +15 (+4 eff.) Battle Cry: Puts all charms on 28 cooldown Level 3.5 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Omniscience (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+5 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+7 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Polona the voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +5 Str +8 Dex +5 Con dps ---------- Dmg.mod +3% arcane +12% acid Res.pen +26% arcane On Hit (Melee): * 21% chance to reduce armor by 23% ----- def ----- Armour +5 Fatigue +5% Resists +5% arcane +19% mind Phys.save +14 (+4 eff.) Mind.save +43 (+11 eff.) Confus- +46% Battle Cry: Puts all charms on 28 cooldown Level 3.5 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Prismwreck the drakeskin leather cap (0 def, 9 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +4 Str +12 Wil +2 Con dps ---------- Mind.crit +3% Crit.mult +15.00% Res.pen +5% light Apr +1 ----- def ----- Armour +9 Fatigue +5% Resists +13% blight Phys.save +11 (+3 eff.) Mind.save +27 (+7 eff.) ---------- misc Max.stam +20.00 Infravis +4 Battle Cry: Puts all charms on 28 cooldown Level 3.5 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
X-Ray Goggles (10 def, 0 armour)2.0 T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun dps ---------- Acc +20 (+4 eff.) ----- def ----- Defense +10 (+2 eff.) Blind- +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 30 power out of 30/30 How do these even work? |
drakeskin leather hat 'Islabrema' (0 def, 9 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +19 Str +3 Dex +6 Wil +4 Cun dps ---------- Phys.pwr +22 (+4 eff.) Acc +15 (+3 eff.) Apr +10 ----- def ----- Armour +9 Fatigue +5% Resists +6% lightning +6% cold +11% physical Phys.save +15 (+4 eff.) Mind.save +3 (+1 eff.) A hat made of leather. Very stylish. |
hardened leather hat 'Arudhetta' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +10 Str +7 Dex +5 Wil +5 Cun dps ---------- Mind.crit +2% Crit.mult +10.00% Dmg.mod +6% mind Res.pen +5% mind +5% temporal ----- def ----- Armour +3 Fatigue +3% Phys.save +17 (+4 eff.) Mind.save +9 (+3 eff.) ---------- misc Light +1 Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1561.9 Physical damage. If the attack hits, the target is confused (44% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
thaloren voratun helm of ire (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +2 Str +7 Wil +4 Con ----- def ----- Armour +5 Fatigue +5% Resists +9% blight Phys.save +13 (+3 eff.) Mind.save +20 (+5 eff.) Battle Cry: Puts all charms on 28 cooldown Level 3.5 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chromatic Harness (10 def, 14 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+2 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% fire +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc 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. |
stralite mail armour 'Zubogalaith' (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +6 Str +5 Con dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +3% cold +21% fire +6% darkness +6% nature Spell.save +3 (+1 eff.) Max.HP +98.00 HP.reg +7.00 Heal.mod +15% A suit of armour made of mail. |
Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +10 (+2 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+7 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Neralaith the Roothunger (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.crit +3.0% Dmg.mod +6% mind +24% physical On Hit (Melee): * 20% chance to slow global speed by 62% * 20% chance to reduce all saves and defense by 34 ----- def ----- Armour +9 Fatigue +22% Resists +15% nature +7% physical Phys.save +14 (+4 eff.) ---------- misc Stam/turn +2.00 A suit of armour made of metal plates. |
The Black Plate (25 def, 35 armour)17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +35 Defense +25 (+6 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+4 eff.) Spell.save +25 (+8 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Oppression +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat ShadowPwr +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
radiant voratun plate armour of the dragon (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +16 Fatigue +22% Resists +12% acid +14% physical +24% darkness +18% blight +11% fire +11% lightning +6% cold Disarm- +28% Stun/Frz- +21% Knockbk- +28% ---------- misc Light +1 Cooldown Rush -5 A suit of armour made of metal plates. |
stralite plate armour 'Glorysewyn' (10 def, 29 armour)17.0 T4 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +30% physical Apr +3 ----- def ----- Armour +29 Defense +10 (+2 eff.) Fatigue +22% Resists +4% physical ---------- misc Max.stam +30.00 A suit of armour made of metal plates. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1451 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Lelantir the dwarven-steel pickaxe (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Wil +6 Con ----- def ----- Defense +20 (+5 eff.) Phys.save +18 (+5 eff.) Max.HP +27.00 Heal.mod +20% ---------- misc Max.stam +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Strikemaim the iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +6 Cun +3 Str dps ---------- Dmg.mod +3% lightning +3% physical ----- def ----- Armour +4 Resists +6% darkness +6% fire ---------- misc Max.stam +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
7 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Blazefury1.0 T5 lite [Rare] Master While equipped: Stats +6 Wil +8 Mag dps ---------- Spell.pwr +25 (+13 eff.) Dmg.mod +24% lightning Res.pen +15% arcane +15% all Apr +12 ----- def ----- Resists +15% darkness ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Emelilaith1.0 T3 lite [Rare] Psionic While equipped: Stats +8 Cun +8 Wil dps ---------- Dmg.mod +7% mind ---------- misc Light +7 Infravis +2 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(131 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Layydamina'2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +3% blight Crit.chn- 5.00% Die.at -40.00 life Max.HP +41.00 Blind- +20% Disarm- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern 'Murkusher'1.0 T5 lite [Rare] Nature While equipped: Stats +4 Dex dps ---------- Res.pen +25% light +15% physical Acc +25 (+5 eff.) Melee Ret 10 nature ----- def ----- Defense +30 (+7 eff.) Resists +3% physical Phys.save +13 (+3 eff.) Heal.mod +30% ---------- misc Max.stam +30.00 Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
10 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 48] amazing fiery salve [power 48]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 209% efficiency and 70% cooldown modifier. Remove 3 magical effects and grants a fiery aura (48% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 48] amazing frost salve [power 48]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 209% efficiency and 70% cooldown modifier. Remove 3 physical effects and grants a frost aura (48% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 684] amazing healing salve [power 684]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 209% efficiency and 70% cooldown modifier. Heal 684 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 599] amazing pain suppressor salve [power 599]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 209% efficiency and 70% cooldown modifier. Let you fight up to -599 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 48] amazing water salve [power 48]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 209% efficiency and 70% cooldown modifier. Remove 3 mental effects and grants a water aura (48% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great fiery salve [power 42] great fiery salve [power 42]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 209% efficiency and 70% cooldown modifier. Remove 2 magical effects and grants a fiery aura (42% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 589] great healing salve [power 589]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 209% efficiency and 70% cooldown modifier. Heal 589 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful frost salve [power 36] powerful frost salve [power 36]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 209% efficiency and 70% cooldown modifier. Remove 2 physical effects and grants a frost aura (36% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 494] powerful healing salve [power 494]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 209% efficiency and 70% cooldown modifier. Heal 494 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 428] powerful pain suppressor salve [power 428]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 209% efficiency and 70% cooldown modifier. Let you fight up to -428 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 36] powerful water salve [power 36]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 209% efficiency and 70% cooldown modifier. Remove 2 mental effects and grants a water aura (36% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 25] simple frost salve [power 25]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 209% efficiency and 70% cooldown modifier. Remove 1 physical effects and grants a frost aura (25% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 304] simple healing salve [power 304]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 209% efficiency and 70% cooldown modifier. Heal 304 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Brain Flare0.0 T4 steamtech tinker [Unique] Steamtech Attachable to head When attached: ----- def ----- Resists +35% mind Mind.save +20 (+5 eff.) ---------- misc Talents +4 Mind Crush Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grip0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel silver filigree0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +21% Undead +21% Demon +21% Horror Tinkers can be attached to normal items to improve them with steam power! |
good waterproof coating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +10% nature +10% cold Tinkers can be attached to normal items to improve them with steam power! |
great air recycler0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
stralite grapple0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +4 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
stralite rocket boots0.0 T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +4 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
stralite silver filigree0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +28% Undead +28% Demon +28% Horror Tinkers can be attached to normal items to improve them with steam power! |
voratun grapple0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
voratun grip0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +100% ---------- misc Talents +5 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
voratun mental stimulator0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +10 Cun ----- def ----- Mind.save +15 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
voratun rocket boots0.0 T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
well-made fireproof coating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +15% light +15% fire Tinkers can be attached to normal items to improve them with steam power! |
well-made focus lens0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Tinkers can be attached to normal items to improve them with steam power! |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Earidig the Pitchspawn [power 325] (15 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: Stats +3 Cun +5 Con ----- def ----- Resists +9% darkness Crit.chn- 10.00% ---------- misc Light +3 Infravis +2 Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 566 physical damage Puts all charms on 15 cooldown 100% to gain a 34% chance to evade weapon attacks for 2 turns. 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Erelarain the Brightblow [power 230] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% acid Res.pen +25% light ----- def ----- Resists +9% acid +5% arcane +12% light ---------- misc Light +3 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 400 physical damage Puts all charms on 15 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Glimmerbrawn [power 435] (15 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Phys.crit +2.0% Crit.mult +5.00% Dmg.mod +12% light Res.pen +15% physical ----- def ----- Defense +10 (+2 eff.) ---------- misc Light +3 Project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 757 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 3 beneficial effects by 2. 100% to increase all damage by 27% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Zubena the Flashsever [power 5] (25 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Res.pen +26% light +10% fire Melee Ret 8 light On Hit (Melee): * 21% chance to reduce all saves and defense by 34 ----- def ----- Resists +16% mind +12% fire Crit.chn- 10.00% ---------- misc Light +3 See.Invis +12 Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force 'Cyruritira' [power 180] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Str +10 Dex +5 Cun dps ---------- Dmg.mod +9% acid Melee Ret 8 mind ----- def ----- Crit.chn- 15.00% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 313 physical damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Splendourrain [power 560] (15 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: Stats +4 Dex +12 Con dps ---------- Dmg.mod +6% light On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Crit.chn- 15.00% ---------- misc Light +2 Heal yourself and all friendly characters within 10 spaces for 560 Puts all charms on 15 cooldown 100% to increase the duration of 3 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
dragonbone totem of healing 'Nerolle' [power 560] (15 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- S.pwr/crit +2 Dmg.mod +15% blight +15% arcane Phasing +32% Melee Ret 6 blight ----- def ----- Resists +21% nature Crit.chn- 15.80% Spell.save +15 (+5 eff.) Heal yourself and all friendly characters within 10 spaces for 560 Puts all charms on 15 cooldown 100% to reduce fatigue by 60% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of healing 'Arcedge' [power 434] (15 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: Stats +5 Mag dps ---------- Crit.mult +20.00% Spell.pwr +15 (+8 eff.) Dmg.mod +12% arcane +6% blight Melee Ret 10 arcane ----- def ----- Resists +9% lightning ---------- misc Max.hate +6.00 Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 15 cooldown 100% to gain a 34% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing yew totem of healing [power 230] (15 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 15 cooldown 100% to heal for 54. Natural totems are made by powerful wilders to store nature power. |
yew totem of summon tentacle 'Balakalthofang' [power 260] (25 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Dex dps ---------- Dmg.mod +6% mind Res.pen +15% physical Apr +1 ----- def ----- Defense +5 (+1 eff.) ---------- misc Max.stam +20.00 Max.psi +30.00 Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 648 Base Damage: 300 Armor: 27 All Resist: 19 Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Disease- +15% Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. It was changed by the digestive sack. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
9 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A View From The Gallery (Insane (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Badur the Butcher the Krog Sawbutcher level 46
4th Flare 123rd year of Ascendancy at 07:00 see stats
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Badur the Butcher the Krog Sawbutcher level 36
4th Pyre 123rd year of Ascendancy at 05:01 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Badur the Butcher the Krog Sawbutcher level 32
24th Regrowth 123rd year of Ascendancy at 13:55 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Badur the Butcher the Krog Sawbutcher level 23
57th Haze 122nd year of Ascendancy at 23:14 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Badur the Butcher the Krog Sawbutcher level 39
17th Pyre 123rd year of Ascendancy at 10:07 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Badur the Butcher the Krog Sawbutcher level 39
12nd Pyre 123rd year of Ascendancy at 04:33 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Badur the Butcher the Krog Sawbutcher level 50
7th Decay 123rd year of Ascendancy at 15:58 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Badur the Butcher the Krog Sawbutcher level 18
69th Dusk 122nd year of Ascendancy at 04:14 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Badur the Butcher the Krog Sawbutcher level 37
8th Pyre 123rd year of Ascendancy at 15:40 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Badur the Butcher the Krog Sawbutcher level 50
8th Decay 123rd year of Ascendancy at 21:27 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Badur the Butcher the Krog Sawbutcher level 32
24th Regrowth 123rd year of Ascendancy at 13:51 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Badur the Butcher the Krog Sawbutcher level 50
42nd Regrowth 124th year of Ascendancy at 15:56 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Badur the Butcher the Krog Sawbutcher level 22
50th Haze 122nd year of Ascendancy at 20:07 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Badur the Butcher the Krog Sawbutcher level 25
69th Haze 122nd year of Ascendancy at 02:15 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Badur the Butcher the Krog Sawbutcher level 50
40th Regrowth 124th year of Ascendancy at 08:55 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Badur the Butcher the Krog Sawbutcher level 36
6th Pyre 123rd year of Ascendancy at 11:03 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Badur the Butcher the Krog Sawbutcher level 35
69th Regrowth 123rd year of Ascendancy at 04:13 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Badur the Butcher the Krog Sawbutcher level 41
18th Pyre 123rd year of Ascendancy at 05:30 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Badur the Butcher the Krog Sawbutcher level 10
3rd Mirth 122nd year of Ascendancy at 09:41 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Badur the Butcher the Krog Sawbutcher level 20
42nd Haze 122nd year of Ascendancy at 02:38 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Badur the Butcher the Krog Sawbutcher level 30
20th Regrowth 123rd year of Ascendancy at 22:50 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Badur the Butcher the Krog Sawbutcher level 40
17th Pyre 123rd year of Ascendancy at 12:12 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Badur the Butcher the Krog Sawbutcher level 50
19th Dusk 123rd year of Ascendancy at 20:17 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Badur the Butcher the Krog Sawbutcher level 50
38th Regrowth 124th year of Ascendancy at 23:37 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Badur the Butcher the Krog Sawbutcher level 18
28th Haze 122nd year of Ascendancy at 23:57 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Badur the Butcher the Krog Sawbutcher level 50
20th Dusk 123rd year of Ascendancy at 03:27 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Badur the Butcher the Krog Sawbutcher level 26
11st Regrowth 123rd year of Ascendancy at 08:39 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Badur the Butcher the Krog Sawbutcher level 31
23rd Regrowth 123rd year of Ascendancy at 22:55 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Badur the Butcher the Krog Sawbutcher level 26
10th Regrowth 123rd year of Ascendancy at 07:38 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Badur the Butcher the Krog Sawbutcher level 38
8th Pyre 123rd year of Ascendancy at 17:38 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Badur the Butcher the Krog Sawbutcher level 50
42nd Regrowth 124th year of Ascendancy at 15:56 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Badur the Butcher the Krog Sawbutcher level 6
77th Pyre 122nd year of Ascendancy at 23:14 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Badur the Butcher the Krog Sawbutcher level 50
38th Regrowth 124th year of Ascendancy at 23:01 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Badur the Butcher the Krog Sawbutcher level 23
61st Haze 122nd year of Ascendancy at 21:57 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Badur the Butcher the Krog Sawbutcher level 50
42nd Regrowth 124th year of Ascendancy at 15:56 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Badur the Butcher the Krog Sawbutcher level 44
71st Pyre 123rd year of Ascendancy at 08:22 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Badur the Butcher the Krog Sawbutcher level 42
41st Pyre 123rd year of Ascendancy at 15:45 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Badur the Butcher the Krog Sawbutcher level 22
50th Haze 122nd year of Ascendancy at 22:36 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Badur the Butcher the Krog Sawbutcher level 16
59th Dusk 122nd year of Ascendancy at 19:20 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Badur the Butcher the Krog Sawbutcher level 31
24th Regrowth 123rd year of Ascendancy at 05:55 see stats
Log
You gain 10.25 gold from the melting of timebroken elven-silk robe of power (0 def, 0 armour).
You gain 3.12 gold from the melting of mindwoven elven-silk robe of power (0 def, 0 armour).
You gain 10.29 gold from the melting of enveloping elven-silk cloak of conjuring (18 def, 0 armour).
You collect a new ingredient: lump of voratun (1).
You gain 4.05 gold from the melting of chilling voratun waraxe of amnesia (40-56 power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 16.60 gold from the melting of plaguebringer's orichalcum trident of ruin (53-85 power, 16 apr).
You collect a new ingredient: lump of voratun (1).
You gain 5.92 gold from the melting of voratun longsword of shearing (42-59 power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 3.68 gold from the melting of flaming voratun longsword of projection (42-59 power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 25.00 gold from the melting of Koralach the Starbraze (44-62 power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 12.82 gold from the melting of inquisitor's voratun battleaxe of enduring (56-85 power, 4 apr).
You gain 2.14 gold from the melting of shielding rune (absorb 380; dur 8; cd 15).
You collect a new ingredient: stack of herbs (goldleaf) (5).
You gain 2.04 gold from the melting of regeneration infusion (heal 514; 15 cd).
You collect a new ingredient: stack of herbs (goldleaf) (5).
You gain 1.80 gold from the melting of regeneration infusion (heal 436; 13 cd).
You collect a new ingredient: stack of herbs (goldleaf) (5).
You gain 0.73 gold from the melting of healing infusion (heal 77; cd 11).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.






















































































































































































































