








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Slightly More Masterful of Disasters 1.7.0Modifies the Master of Disasters prodigy from the Embers of Rage DLC (required) to increase accuracy by the same (unscaled) amount as it increases physical/spell/mind/steam power. Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. 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:
Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(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.) Unrandom Egos 1.7.0No wide random numerical ranges on ego modifiers. Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Reformat Item Description 1.7.6Reformat Item Description (non-intrusive)This extension reformats item description text so the keys in Unlike some similar addons, this one is non-intrusive and does not modify the original description code. Hold the Alt key while hovering over an item to view the original, unformatted description.
Notes
Contributions, bug reports, and improvements are welcome: GitHub repository Version history
1.0.2 1.0.1 1.0.0 Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Valley of the Moon from Point Zero 1.7.0A companion piece to nsrr's Q.U.I.C.K. Campaign addon (required), implementing a context-suitable variant of the Lost Knowledge quest from the main campaign (as conferred by the Ancient Tome titled 'Gems and their uses') in the Q.U.I.C.K. campaign. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Dual-Classes Reworked by AscendingPhoenix (Rae edit) 1.7.6 Small edit done by me that nerfs enemy talent level scaling across the board. I take no credit for this great rework of the original Multi-Class challenge, all credit goes
to AscendingPhoenix, find the orignal mod here: https://te4.org/games/addons/tome/dual-class-challengeAllows the player to pick two classes, but the difficulty scales upward. The mod dramatically ramps up the difficulty level to compensate. (Original by StarKeep, forked mod by Raenarill). You advance twice as fast, and gain six talent category points: at 10, 20, 30, 40, 50, and 60. You gain normal stat points until level 51. BLITZ MODE: You gain two thirds more talent points. After level 66, you gain one class talent point per level and one generic every two out of three levels. CLASSIC MODE: features base game talent points until level 100. CLASS EVOLUTIONS: You can swap your first and second classes in the Game Options tab for evolutionary purposes. TIP: Good equipment takes the usual time to show up, so you probably will see it at about lvl 50 with dual classing enabled. In order to activate this addon, look at your Game Options for a new tab. Enjoy. Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. Points, Horrific Points 1.7.4Guarantees rewards from The Place Which Does Not Exist (PWDNE) by giving points for passing each level. Entering level 1 grants a class point, entering level 2 while knowing the first lore piece grants a generic point, entering level 3 while knowing the first and second pieces of lore grants a category point, and the first entry into the Home Which Is Not while knowing all three lore pieces grants you a prodigy point. Timed PS & UF Salve Usage 1.7.4-2.0- Note that this addon changes the CD and usage time of talent Mind Injection, to the same as injector implants, although according to my test these two field don't affect the usage of salves at all, as long as the CD exists. Time the usage of Pain Suppressor Salve and Unstoppable Force Salve to max medical injector efficiency. -1.1- -1.2- -1.3- 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:
Starting Prodigy Remixed 1.0.4Prodigies have no level requirements and lessened stat requirements - and all characters start with one. Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Items Vault 1.7.6Donators/Buyers bonus! Bugnibus Bugfix Pack 1.7.0Wilder Balance 1.7.4Balances a bit the Wyrmic and Stone Warden classes. Wyrmic: Wyrmic is now a hybrid mindstar user and mindcaster class, Wyrmic do not need now physical power as apply power, just mindpower. This addon does not interact with DLC contents. - starts with Cunning - Survival unlocked - Wing Buffet now deals devouring fire damage, applies Wet, cooldown is lower - Ice Claw cooldown is lower - Swallow deals physical damage, apply power is mindpower - Lightning Speed cooldown is lower, removed the colour & blur - Corrosive Mist is now a shielding talent - Prismatic Slash is passive, inceasing the radius of Claw talents Stone Warden: - Deeprock is instant, lower cooldown - Eldritch Fury is a low cooldown spell projectile that deals damage according to Block value - Stone & Crystal Halves now cannot take life damage from the player (killing your own summons were bad...) - Shards sustain gives physical resistance (to have synergie with Mountainhewn) - Rockwalk and Rockswallow are now teleports (you can have Out of Phase now), the heal and the damage can mind crit Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Telekinetically Swap Tinkers 1.7.0Applies the existing "Gameplay | Swap tinkers" game option when wielding objects in the telekinetic slot via the Telekinetic Grasp talent, so that attached tinkers will (if requested) be transferred automatically from the old telekinetically-wielded item to the new one. (NOTE: If you are using this addon in conjunction with Use Item Shortcuts, you should upgrade the latter to release 2.13.0 or later. Similarly, if you are using this addon in conjunction with ZOmnibus Addon Pack or ZOmnibus Lite, you should upgrade the latter to release 17.7.4 or later.) Perfect Perfection 1.7.4Modifies mastery and perfection egos to only roll from what you have unlocked and have at least 1 point in, to reduce useless rolls. Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Inferno Race Pack 1.7.0Adds a collection of my races. True Full Respec Mastery Boost 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: 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.] Walking Armory Evolution for Marauder 1.7.6Adds a new evolution for Marauders, the Walking Armory. Throw caution (and your equipment) to the wind, and become a truly formidable menace on the battlefield. You can equip mainhand weapons in your tool and lite slot. You can equip offhand weapons in your head, cloak, belt and feet slots. When you land an attack with the weapon in your mainhand slot, you will follow up with an attack from weapons in your tool and lite slots dealing 100% damage. When you land an attack with the weapon in your offhand slot, you will follow up with an attack from weapons in your head, cloak, belt and feet slots dealing 100% damage (offhand damage penalty applies). ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. |
| Campaign | quick |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Zilquish |
| Class | Psion (Ruffian) |
| Level / Exp | 78 / 21% |
| Size | medium |
| Lifes / Deaths | Killed by Arunor the bandit at level 15 on the 46th Quantumnal 1337th year of Ascendancy at 20:45 5 / 2Killed by Dragon Jelly's Shadow at level 49 on the 53rd Quantumnal 1337th year of Ascendancy at 12:33 |
| Antimagic | Follower |
Primary Stats
| Strength | 117 (base 60) |
| Dexterity | 93 (base 52) |
| Constitution | 83 (base 12) |
| Magic | 23 (base 12) |
| Willpower | 132 (base 82) |
| Cunning | 80 (base 64) |
Resources
| Psi | 774/774 |
| Life | 2128/2128 |
| Steam | 100/100 |
| Stamina | 613/638 |
| Equilibrium | 78 |
| Healing Factor | 2.5 |
| Regeneration | 54.654648820099 |
Speed
| Mental | +24.10804256946% |
| Attack | +58.986452700339% |
| Movement | +107.75140733841% |
| Spell | 0% |
| Global | +185.30356191551% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 10 |
| See Stealth | 81.044755685306 |
| See Invisible | 81.044755685306 |
Offense: Mainhand
| Damage | 251 |
| Accuracy | 71 |
| Crit Chance | 95% |
| APR | 63 |
| Speed | 0.81 |
Offense: Offhand
| Damage | 251 |
| Accuracy | 71 |
| Crit Chance | 95% |
| APR | 63 |
| Speed | 0.81 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 131 |
| Crit Chance | 98% |
| Speed | 0.62898440905831 |
Offense: Damage Bonus
| Acid | +168% |
| Blight | +21% |
| Physical | +152% |
| Cold | +150% |
| All | 0% |
| Darkness | +51% |
| Light | +33% |
| Lightning | +150% |
| Fire | +156% |
| Nature | +25% |
Offense: Damage Penetration
| Acid | +85% |
| Blight | +52% |
| Physical | +74% |
| Cold | +69% |
| All | +20% |
| Lightning | +69% |
| Darkness | +52% |
| Fire | +83% |
| Nature | +52% |
Defense: Base
| Armour (hardiness) | 117.56059851807 (91.698366348915%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 101 |
| Spell Save | 101 |
| Mental Save | 101 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | +111%( 70%) |
| Darkness | + 70%( 70%) |
| Physical | + 70%( 70%) |
| Temporal | + 70%( 70%) |
| Lightning | + 70%( 70%) |
| Mind | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 41% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 50% |
| Blind Resistance | 41% |
| Silence Resistance | 100% |
| Bleed Resistance | 50% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 46% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 413 life over 5 turns. |
| 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 230% efficiency and cooldown mod of 61%. Current default salve: amazing pain suppressor salve |
| 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 188% efficiency and cooldown mod of 50%. Current default salve: amazing unstoppable force salve |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.8 steam per turn. Can be activated for an instant burst of 109 steam. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Cursed / Predator | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Psionic / Absorption | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Solipsism | 3.50 |
| 1/5 |
| 2/5 |
| 7/5 |
| 3/5 |
| Steamtech / Furnace | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Fire drake aspect | 4.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Higher draconic abilities | 3.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Psionic / Psi-fighting | 3.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 4.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Psionic Striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Thoughts of iron | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 2.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Sand drake aspect | 4.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Psi-Casting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 2.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 4.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Cold drake aspect | 4.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Psionic / Gestalt | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 6/5 |
| Cursed / Gloom | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 7/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 2.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 7/5 |
| 0/5 |
| 0/5 |
| Race / Freek | 1.00 |
| 1/5 |
| 5/5 |
| 7/5 |
| 0/5 |
| Technique / Conditioning | 2.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Undead / Zilquish | 1.00 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 2.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 7/5 |
| Steamtech / Physics | 2.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 7/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Molten Iron Blood |
| talent | Charged Aura |
| talent | Psiblades |
| talent | Savage Hunter |
| talent | Furnace |
| talent | Automated Cloak Tessellation |
| talent | Elemental Harmony |
| talent | Icy Skin |
| talent | Beyond the Flesh |
| talent | Stimulation |
| talent | Thermal Aura |
| talent | Thermal Shield |
| talent | Gestalt |
| talent | Kinetic Shield |
| talent | Daunting Presence |
| talent | Augmentation |
| talent | Kinetic Aura |
| talent | Skate |
| talent | Melting Point |
| talent | Gloom |
| talent | Charged Shield |
| talent | Antimagic Shield |
| beneficial effect | The target's mind is connected to the thoughts of others, granting 100% immunity to confusion and silence. Unbound Mind |
| beneficial effect | Steampower increased by 28. Gestalt |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Fight to the brink of death, can not die before going under -702 life (but life under 0 is not shown) and increases all resistances by 29%. Pain Suppressor Salve |
| beneficial effect | This creature is regenerating some of the damage it took, regaining 4 life per turn. Oozing Regeneration |
| beneficial effect | Each melee blow landed has a 59% chance to trigger an additional melee blow (up to once per turn for each weapon). Greater Weapon Focus |
| beneficial effect | You gain 72% resistance against fire. Resolve |
| beneficial effect | The target is surrounded by a psychic field, absorbing 50% of all damage (up to 352/966). Resonance Field |
| beneficial effect | Hunting: Marked Prey14% Received damage reduction against: - Major - Multihued |
| beneficial effect | Knows where you are! Hunter! |
| beneficial effect | Increases all saves by 195 and healing factor by 98%. Unstoppable Force Salve |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+70% global speed). Clarity |
| beneficial effect | You have 6 charges. Molten Point |
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. | active |
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. | active |
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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Keepers of Reality brought you to Point Zero, and unintentionally erased your memory, but they promise to set you right again... after you help with a 'brief operation'. Operation: Q.U.I.C.K.Seems they 'just' need you to shut down some anomalies... shouldn't take too long? You defeated many foes and the Keepers recovered some of your memories before sending you off to another threatening place. You defeated more foes and the Keepers say you are making progress. Not that you have any choice other than to believe them. You have overcome the depths, but there are many trials still ahead. You survived the wilderness and have recovered some of your past power, but your memories still elude you. You defeated a powerful necromancer and his undead legion. The Keepers say this was a vital juncture, but your thread is not safe yet. You defeated a host of orcs. Another lies ahead. You defeated another host of orcs. Ahead lies your fate. | active |
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 |
Equipment
| Psionic focus | Eye of the Wyrm (16-18 power, 56 apr, physical damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature Weapon Damage 16.0 - 17.6 Physical Uses 202% Wil, 22% Cun, 50% Str Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +56 Critical Rate +2.5% Attack Speed 100% Damage Conversion 20% acid 20% physical 20% cold 20% lightning 20% fire While equipped: offense ------ Physical Crit +5.0% Mind Crit +5% Physical Power +10 (+2 eff.) Mindpower +22 (+3 eff.) Damage +12% lightning +12% physical +12% fire +12% acid +12% cold defense ------ Resistance +10% acid +10% physical +10% fire +10% lightning +10% cold other ------- Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Lightning Breath: Effective talent level: 22.0 Power cost 22 out of 30/30. Range 4 Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe lightning in a frontal cone of radius 13. Any target caught in the area will take 1317.37 to 3952.12 lightning damage (2634.75 average) and be stunned for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate, and the Stun apply power is based on your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. This item has been sent to the Item's Vault. |
| Around waist | Eye of the Wyrm (16-18 power, 51 apr, physical damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature Weapon Damage 16.0 - 17.6 Physical Uses 192% Wil, 20% Cun, 50% Str Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +51 Critical Rate +2.5% Attack Speed 100% Damage Conversion 20% acid 20% physical 20% cold 20% lightning 20% fire While equipped: offense ------ Physical Crit +5.0% Mind Crit +5% Physical Power +10 (+2 eff.) Mindpower +20 (+3 eff.) Damage +12% lightning +12% physical +12% fire +12% acid +12% cold defense ------ Resistance +10% acid +10% physical +10% fire +10% lightning +10% cold other ------- Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Sand Breath: Effective talent level: 22.0 Power cost 22 out of 30/30. Range 4 Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe sand in a frontal cone of radius 13. Any target caught in the area will take 2592.56 physical damage, and will be blinded for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Blind apply power is based on your Mindpower. Each point in sand drake talents also increases your physical resistance by 0.5%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. This item has been sent to the Item's Vault. |
| On hands | Yvebeth the hardened leather gloves (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +11 Wil offense ------ Damage +27% acid Ignore resists +34% acid When Hit 13 acid 13 mind On-Hit (Melee): * 27% chance to reduce armor by 22% defense ------ Armor +2 Life Regen +5.00 Disarm Resist +100% other ------- Stamina/turn +1.10 Hate-on-crit +6.71 Max stamina +22.00 Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Eye of the Wyrm (16-18 power, 51 apr, physical damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature Weapon Damage 16.0 - 17.6 Physical Uses 192% Wil, 50% Str, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +51 Critical Rate +2.5% Attack Speed 100% Damage Conversion 20% acid 20% physical 20% fire 20% cold 20% lightning While equipped: offense ------ Physical Crit +5.0% Mind Crit +5% Physical Power +10 (+2 eff.) Mindpower +20 (+3 eff.) Damage +12% lightning +12% physical +12% cold +12% fire +12% acid defense ------ Resistance +10% acid +10% physical +10% cold +10% fire +10% lightning other ------- Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Corrosive Breath: Effective talent level: 22.0 Power cost 22 out of 30/30. Range 4 Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe acid in a frontal cone of radius 13. Any target caught in the area will take 3398.16 acid damage. Enemies caught in the acid are disarmed for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Disarm apply power is based on your Mindpower. Each point in acid drake talents also increases your acid resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. This item has been sent to the Item's Vault. |
| On head | Eye of the Wyrm (16-18 power, 51 apr, physical damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature Weapon Damage 16.0 - 17.6 Physical Uses 192% Wil, 20% Cun, 50% Str Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +51 Critical Rate +2.5% Attack Speed 100% Damage Conversion 20% acid 20% physical 20% fire 20% lightning 20% cold While equipped: offense ------ Physical Crit +5.0% Mind Crit +5% Physical Power +10 (+2 eff.) Mindpower +20 (+3 eff.) Damage +12% lightning +12% physical +12% cold +12% acid +12% fire defense ------ Resistance +10% acid +10% physical +10% cold +10% lightning +10% fire other ------- Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Fire Breath: Effective talent level: 22.0 Power cost 22 out of 30/30. Range 4 Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 13. Any target caught in the area will take 3941.40 fire damage (10% of the damage heals you). The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Affected targets can become Wet (halving their stun/freeze immunity). The apply of Wet is making a mindpower vs spellsave check. Each point in fire drake talents also increases your fire resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. This item has been sent to the Item's Vault. |
| On feet | Eye of the Wyrm (16-18 power, 51 apr, physical damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature Weapon Damage 16.0 - 17.6 Physical Uses 192% Wil, 50% Str, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +51 Critical Rate +2.5% Attack Speed 100% Damage Conversion 20% acid 20% physical 20% fire 20% cold 20% lightning While equipped: offense ------ Physical Crit +5.0% Mind Crit +5% Physical Power +10 (+2 eff.) Mindpower +20 (+3 eff.) Damage +12% lightning +12% physical +12% cold +12% fire +12% acid defense ------ Resistance +10% acid +10% physical +10% cold +10% fire +10% lightning other ------- Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Lightning Breath: Effective talent level: 22.0 Power cost 22 out of 30/30. Range 4 Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe lightning in a frontal cone of radius 13. Any target caught in the area will take 1317.37 to 3952.12 lightning damage (2634.75 average) and be stunned for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate, and the Stun apply power is based on your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. This item has been sent to the Item's Vault. |
| Tool | Eye of the Wyrm (16-18 power, 51 apr, physical damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature Weapon Damage 16.0 - 17.6 Physical Uses 192% Wil, 50% Str, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +51 Critical Rate +2.5% Attack Speed 100% Damage Conversion 20% acid 20% physical 20% cold 20% fire 20% lightning While equipped: offense ------ Physical Crit +5.0% Mind Crit +5% Physical Power +10 (+2 eff.) Mindpower +20 (+3 eff.) Damage +12% lightning +12% physical +12% fire +12% cold +12% acid defense ------ Resistance +10% acid +10% physical +10% fire +10% cold +10% lightning other ------- Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Sand Breath: Effective talent level: 22.0 Power cost 22 out of 30/30. Range 4 Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe sand in a frontal cone of radius 13. Any target caught in the area will take 2592.56 physical damage, and will be blinded for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Blind apply power is based on your Mindpower. Each point in sand drake talents also increases your physical resistance by 0.5%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. This item has been sent to the Item's Vault. |
| On fingers | Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-1 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 36264.10 You won the Ring of Blood trial, and this is your reward. |
| On fingers | Mnemonic0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+2 eff.) defense ------ Resistance +25% mind Mind save +20 (+3 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 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) Effective talent level: 4.2 Power cost 22 out of 30/30. Range 5 Cooldown: 16 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. |
| Around neck | Nightvengeance the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Psionic While equipped: Stats +3 Wil offense ------ Critical power +26.83% Mindpower +9 (+2 eff.) Damage +33% light +30% darkness Ignore Armor +7 On-Hit (Melee): * 27% chance to reduce damage dealt by 47% defense ------ Resistance +18% temporal Mind save +9 (+1 eff.) Confus Resist +43% Amulets make your neck look great! |
| In main hand | Eye of the Wyrm (16-18 power, 56 apr, physical damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature Weapon Damage 16.0 - 17.6 Physical Uses 202% Wil, 22% Cun, 50% Str Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +56 Critical Rate +2.5% Attack Speed 100% Damage Conversion 20% acid 20% physical 20% cold 20% lightning 20% fire While equipped: offense ------ Physical Crit +5.0% Mind Crit +5% Physical Power +10 (+2 eff.) Mindpower +22 (+3 eff.) Damage +12% lightning +12% physical +12% fire +12% acid +12% cold defense ------ Resistance +10% acid +10% physical +10% fire +10% lightning +10% cold other ------- Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Corrosive Breath: Effective talent level: 22.0 Power cost 22 out of 30/30. Range 4 Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe acid in a frontal cone of radius 13. Any target caught in the area will take 3398.16 acid damage. Enemies caught in the acid are disarmed for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Disarm apply power is based on your Mindpower. Each point in acid drake talents also increases your acid resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. This item has been sent to the Item's Vault. |
| Absorbed Mindstar | Eye of the Wyrm (16-18 power, 56 apr, physical damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature Weapon Damage 16.0 - 17.6 Physical Uses 202% Wil, 22% Cun, 50% Str Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +56 Critical Rate +2.5% Attack Speed 100% Damage Conversion 20% acid 20% physical 20% fire 20% lightning 20% cold While equipped: offense ------ Physical Crit +5.0% Mind Crit +5% Physical Power +10 (+2 eff.) Mindpower +22 (+3 eff.) Damage +12% lightning +12% physical +12% cold +12% acid +12% fire defense ------ Resistance +10% acid +10% physical +10% cold +10% lightning +10% fire other ------- Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Fire Breath: Effective talent level: 22.0 Power cost 22 out of 30/30. Range 4 Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 13. Any target caught in the area will take 3941.40 fire damage (10% of the damage heals you). The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Affected targets can become Wet (halving their stun/freeze immunity). The apply of Wet is making a mindpower vs spellsave check. Each point in fire drake talents also increases your fire resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. This item has been sent to the Item's Vault. |
| In off hand | Eye of the Wyrm (16-18 power, 56 apr, physical damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature Weapon Damage 16.0 - 17.6 Physical Uses 202% Wil, 22% Cun, 50% Str Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +56 Critical Rate +2.5% Attack Speed 100% Damage Conversion 20% acid 20% physical 20% fire 20% lightning 20% cold While equipped: offense ------ Physical Crit +5.0% Mind Crit +5% Physical Power +10 (+2 eff.) Mindpower +22 (+3 eff.) Damage +12% lightning +12% physical +12% cold +12% acid +12% fire defense ------ Resistance +10% acid +10% physical +10% cold +10% lightning +10% fire other ------- Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Ice Breath: Effective talent level: 22.0 Power cost 22 out of 30/30. Range 4 Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe ice in a frontal cone of radius 13. Any target caught in the area will take 3056.48 cold damage and be frozen for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Freeze apply power is based on your Mindpower. Each point in cold drake talents also increases your cold resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. This item has been sent to the Item's Vault. |
| Cloak | Eye of the Wyrm (16-18 power, 51 apr, physical damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature Weapon Damage 16.0 - 17.6 Physical Uses 192% Wil, 50% Str, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +51 Critical Rate +2.5% Attack Speed 100% Damage Conversion 20% acid 20% physical 20% fire 20% cold 20% lightning While equipped: offense ------ Physical Crit +5.0% Mind Crit +5% Physical Power +10 (+2 eff.) Mindpower +20 (+3 eff.) Damage +12% lightning +12% physical +12% cold +12% fire +12% acid defense ------ Resistance +10% acid +10% physical +10% cold +10% fire +10% lightning other ------- Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Ice Breath: Effective talent level: 22.0 Power cost 22 out of 30/30. Range 4 Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe ice in a frontal cone of radius 13. Any target caught in the area will take 3056.48 cold damage and be frozen for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Freeze apply power is based on your Mindpower. Each point in cold drake talents also increases your cold resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. This item has been sent to the Item's Vault. |
| Main armor | Crimson Robe (12 def, 5 armour) 2.0 Encumbrance T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +9% Mindpower +20 (+3 eff.) Global Speed +15% On-Hit 35 mind 10% gloom effects Ignore resists +20% all When Hit 35 mind 10% gloom effects defense ------ Armor +5 Hardiness +20% Defense +12 (+3 eff.) Fatigue +1% Resistance +15% all other ------- Psi/turn +0.20 Hate-on-crit +4.00 Psi-on-crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Punishments +0.10 Psionic/Solipsism +0.20 Cursed/Slaughter On Mind Hit: 8% Agony level 2 On Mind Hit: 8% Hateful Whisper level 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. This item has been sent to the Item's Vault. |
Inventory
Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
medical injector implant of the psychic (efficiency 253% / cooldown 67% / default: none)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 253% efficiency and cooldown mod of 67%. Current default salve: none Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 592; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 592 life over 5 turns. Its effects scale with your Magic 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 |
2 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Allows your weapon to spray caustic acid on hit, reducing armor. Requires talents: - Smith (1) - Chemistry (1) Requires ingredients: - lump of iron (3) Example Item: crude acid groove 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot filled with antimagic sap. Requires talents: - Explosives (2) - Therapeutics (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude antimagic shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Antimagic Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special antimagic shot with your steamgun(s) at a target for 100% normal weapon damage. The shot will release antimagic sap on the target, doing 203.31 arcane resource burn damage. This talent does not use ammo as it is the ammo. Sap damage scales with Steampower.Attach on item worn on slot 'quiver' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Make the invisible visible. Requires talents: - Electricity (1) - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: crude black light emitter 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to lite When attached: offense ------ Damage +5% darkness other ------- Light -1 Infravision +2 See Invisibility +2 Attach on item worn on slot 'lite' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Boring armour not fancy enough? Bling it up with crystal plating! Increases all of your base stats. Requires talents: - Smith (3) Requires ingredients: - lump of iron (2) Requires items: - citrine Example Item: iron crystal plating 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Attach on item worn on slot 'body' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Creates a small psionic device that will taunt nearby enemies and reflect damage received. Requires talents: - Mechanical (2) - Electricity (1) - Smith (2) Requires ingredients: - lump of iron (3) Example Item: iron fatal attractor 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Fatal Attractor Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: 7 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Quickly create a psionic-enhanced metal contraption that lures all your foes to it and reflects 30% of the damage it takes to its attackers. The contraption will have 851 life and last 5 turns. Damage, life, resists, and armor scale with your Steampower.Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean magical detrimental effects from your body and grant a fiery aura (fire, light and lightning affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (3) - ritch stinger (2) Example Item: simple fiery salve [power 13] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 magical effects and grants a fiery aura (13% fire, light and lightning affinity) Puts Talent Medical Injector on 19 turn cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] What is better than throwing sand in someone's face? Throwing sand that shines as bright as the Sun! Requires talents: - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude flash powder 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Flash Powder Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a handful of dust that rapidly oxidises, releasing a blinding light. Creatures in a cone of radius 5 are blinded for 4 turns. The blindness effect is applied with your Steampower.Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A simple contraption consisting of a gem and some metal to enhance your sight, detection and infravision! At tier 4 it even allows you to fight while blinded. Amazing! Requires talents: - Smith (1) Requires ingredients: - lump of iron (2) Requires items: - citrine Example Item: crude focus lens 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 Attach on item worn on slot 'head' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean physical detrimental effects from your body and grant a frost aura (cold, darkness and nature affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (3) - ice ant stinger (2) Example Item: simple frost salve [power 13] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 19 turn cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] This mesh of fungal threads absorbs nutrients for salves to provide you with added healing! Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (5) Example Item: simple fungal web 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 25 life when you use a salve. Attach on item worn on slot 'belt' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot moving yourself, or others quickly. Requires talents: - Explosives (2) - Mechanical (2) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (3) Example Item: crude hook shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Hook Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special hook shot with your steamgun(s) at a target creature or location. If you target a creature, they are pulled up to 5 tiles towards you. If you target an empty tile, you are pulled up to 5 tiles towards it. This talent does not use ammo as it is the ammo.Attach on item worn on slot 'quiver' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Attach powerful steam-powered pistons to your gloves, giving you a tight grip on your weapon (preventing disarming) and allowing you to crush a foe, pinning it and reducing its defense and armour. Requires talents: - Mechanical (1) Requires ingredients: - lump of iron (3) Example Item: iron grip 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +60% other ------- Talents +1 Iron Grip Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the pistons to crush your target for 3 turns and dealing 184% unarmed melee damage. While the target is held it can not move and its armour and defense are reduced by 42. Crush their bones!Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Helps keep your feet on the ground, but still allows mobility. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (4) Example Item: iron kinetic stabiliser 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Physical save +3 (+0 eff.) Pinning Resist +5% Knockbk Resist +5% Teleport Resist +100% Attach on item worn on slot 'feet' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful salve that steels your body for a while, letting you survive below 0 life while increasing resistances. To be used with the medical injector implant. Requires talents: - Therapeutics (1) Requires ingredients: - sandworm tooth (2) - stack of herbs (viperweed) (3) Example Item: simple pain suppressor salve [power 131] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -131 life and reduces all damage by 14% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 8 turn cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Poison grooves can be attached to weapons to apply a stacking poison on attacks. While this is ideal for stacking simple damage, you can't help but wonder if you could inflict stronger effects with more knowledge.. Requires talents: - Therapeutics (3) Requires ingredients: - lump of iron (3) Example Item: crude poison groove 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Attach small steam rocket to your boots, granting faster movement and leaving a trail of fire to burn those foolish enough to follow you. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (5) Example Item: iron rocket boots 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +1 Rocket Boots Effective talent level: 2.5 Use mode: Sustained Drains steam: 15 Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the rocket boots, firing huge flames from your boots increasing your movement speed by 175%. Each movement will leave a trail of flames doing 305.79 fire damage for 4 turns. Doing any other actions will break the effect. Burninate them all!Attach on item worn on slot 'feet' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Protects your armour from nasty corrosives like swamp, sea spray, acids, orc sweat, drake saliva... Requires talents: - Smith (1) - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude rustproof coating 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Resistance +10% acid 10% chance to avoid a detrimental acid subtype effect. Attach on item worn on slot 'body' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that slices 'n' dices. Requires talents: - Explosives (1) - Mechanical (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude saw shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Saw Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special steamsaw shot with your steamgun(s) at a target for 227% physical weapon damage. The steamsaw will cut into the target, doing 113% physical weapon damage over 5 turns. This talent does not use ammo as it is the ammo.Attach on item worn on slot 'quiver' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Dismantle any one sling, add some amazing steampower to it and make a powerful steamgun to fire a bullet hell at your foes! Requires talents: - Explosives (1) - Smith (1) Requires ingredients: - lump of iron (7) Requires: - a sling (not unique) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful salve that makes you more resilient to physical, mental and magic effects and grants increased healing. To be used with the medical injector implant. Requires talents: - Therapeutics (5) Requires ingredients: - stack of herbs (viperweed) (3) - minotaur nose (1) Requires items: - frost salve - water salve - fiery salve Example Item: simple unstoppable force salve [power 31] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Increases all saves by 31 and healing factor by half Puts Talent Medical Injector on 13 turn cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean mental detrimental effects from your body and grant a water aura (blight, mind and acid affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - vial of squid ink (1) - stack of herbs (viperweed) (3) Example Item: simple water salve [power 13] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 mental effects and grants a water aura (13% blight, mind and acid affinity). Puts Talent Medical Injector on 19 turn cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Fiery Choker0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Spell Crit +8% Spellpower +7 (+3 eff.) Damage +10% fire -5% cold defense ------ Resistance +20% fire -20% cold Affinity +30% fire Blind Resist +40% On Spell Hit: 10% Volcano level 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Frost Lord's Chain0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+6 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
archmage's voratun amulet of perfection (0.37 Technique / Combat techniques,0.39 Wild-gift / Sand drake aspect)0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag offense ------ Spell Crit +5% Spellpower +5 (+2 eff.) Damage +8% acid +8% fire +8% cold +8% lightning other ------- Masteries +0.37 Technique/Combat techniques +0.39 Wild-gift/Sand drake aspect Amulets make your neck look great! |
serendipitous voratun amulet of perfection (0.36 Psionic / Gestalt,0.37 Psionic / Psi-fighting)0.1 Encumbrance T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +20 Lck offense ------ Accuracy +15 (+4 eff.) defense ------ Defense +20 (+5 eff.) Resist unseen 20% other ------- Masteries +0.37 Psionic/Psi-fighting +0.36 Psionic/Gestalt Amulets make your neck look great! |
Dourpunish0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Damage +40% acid +36% blight Ignore resists +34% darkness +34% temporal When Hit 13 light 13 darkness On-Hit (Melee): * 27% chance to reduce damage dealt by 47% defense ------ Life Regen +5.00 Stun Resist +30% Rings make your fingers look great! |
The Black Ring0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +3% defense ------ Spell save +7 (+0 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Bokydar the voratun ring0.1 Encumbrance T5 ring jewelry [Rare] Arcane While equipped: Stats +7 Dex offense ------ Physical Crit +8.0% Critical power +25.00% Damage +15% mind +40% physical Ignore Armor +10 defense ------ Armor +21 Defense +30 (+7 eff.) Resistance +24% acid Unlife -107.33 life Silence Resist +41% other ------- Mana/turn +0.31 Max stamina +40.25 Rings make your fingers look great! |
Coalsear0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: offense ------ Mind Crit +11% Critical power +26.83% Mindpower +40 (+6 eff.) Damage +36% mind +19% cold Ignore resists +34% temporal When Hit 13 darkness defense ------ Defense +40 (+10 eff.) Resistance +39% acid +38% cold Rings make your fingers look great! |
Glory of the Pride0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+0 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Ring of the War Master0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +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. This item has been sent to the Item's Vault. |
Void Orb0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+5 eff.) On-Hit 15 arcane Damage +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+0 eff.) Silence Resist +30% other ------- Max mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex level 2 Manathrust: Effective talent level: 5.5 Power cost 5 out of 6/6. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 97.85 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Sceptre of the Archlich (40-48 power, 12 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 50 [Unique] Arcane It desires to be surrounded by undeath. Weapon Damage 40.0 - 48.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +12 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +40 (+19 eff.) Damage +35% darkness other ------- Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Silorayata the Radianceobeisance (30-36 power, 6 apr, blight element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +26.83% Spellpower +15 (+7 eff.) Mindpower +40 (+6 eff.) Damage +30% blight +20% darkness +20% arcane Ignore resists +20% mind +34% light When Hit 13 light defense ------ Armor +8 Hardiness +12% Resistance +27% light Physical save +12 (+0 eff.) other ------- Light +4 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Staff of Absorption7.0 Encumbrance staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Weapon Damage 30.0 - 33.0 Arcane Uses 100% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 While equipped: offense ------ Spell Crit +10% Spellpower +20 (+10 eff.) Accuracy +20 (+5 eff.) Absorb energies. Uses 722 power out of 1000/1000 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. |
Blighted Maul (96-144 power, 22 apr)12.0 Encumbrance T5 greatmaul 2H weapon [Unique] Arcane Weapon Damage 96.0 - 144.0 Physical Uses 217% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 83% Damage Conversion 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 13 * Blasts creatures in a radius 1 shockwave around your target for 470.49 to 1411.46 physical damage (based on Strength). While equipped: offense ------ Critical power +40.00% Damage +12% physical defense ------ Knockbk Resist +30% Knock away other creatures within radius 4), dealing 1197.61 to 2395.21 physical damage (based on Strength) to each. Uses 37 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Skysmasher (70-105 power, 17 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Unique] Steamtech Weapon Damage 70.0 - 105.0 Physical Uses 204% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +17 Critical Rate +20.0% Attack Speed 100% On-crit, radius 2 +75 physical +75 fire While equipped: Stats +5 Cun +5 Str other ------- Talents +1 Rocket Smash The discovery of rockets has proved incredibly dangerous. It is not always clear for whom. |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)12.0 Encumbrance T3 greatsword 2H weapon [Unique] Psionic Weapon Damage 49.0 - 78.4 Physical Uses 203% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +9.0% Attack Speed 100% On-hit +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Borosk's Hate (60-96 power, 22 apr)3.0 Encumbrance T5 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 192% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con other ------- Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Butcher (48-67 power, 12 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Master/Psionic Weapon Damage 48.0 - 67.2 Physical Uses 166% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +10.0% Attack Speed 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun offense ------ Accuracy +18 (+4 eff.) other ------- Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Dawn's Blade (50-70 power, 7 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Weapon Damage 50.0 - 70.0 Light Uses 141% Wil, 25% Mag Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 100% Damage Against +25% Undead +25% Demon While equipped: offense ------ Spell Crit +4% Spellpower +10 (+5 eff.) Damage +20% light Ignore resists +25% light other ------- Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 160.93 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 26 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Thunderfall (50-70 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Unique] Psionic Weapon Damage 50.0 - 70.0 Physical Uses 166% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +50 lightning +50 physical On-crit, radius 2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 44 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Moon (10-13 power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 10.0 - 13.0 Darkness Uses 65% Wil, 25% Cun Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: other ------- Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Icy Kill (35-46 power, 10 apr)1.0 Encumbrance T4 dagger 1H weapon [Unique] Nature/Psionic Weapon Damage 35.0 - 45.5 Physical Uses 103% Wil, 63% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +30 cold On Critical: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil offense ------ Damage +25% cold defense ------ Pierce Iceblocks +50% other ------- Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Kinetic Spike (38-49 power, 40 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Psionic Weapon Damage 38.0 - 49.4 Physical Uses 108% Wil, 51% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +40 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Power +15 (+3 eff.) Ignore resists +30% physical Accuracy +8 (+2 eff.) other ------- Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 8 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Life Drinker (42-55 power, 11 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Mag 44 [Unique] Arcane Weapon Damage 42.0 - 54.6 Physical Uses 84% Wil, 55% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats +6 Cun +6 Mag offense ------ Spell Crit +10% Spellpower +12 (+6 eff.) Damage +15% blight +15% darkness +15% acid other ------- Infravision +2 On Spell Hit: 15% Blood Grasp level 2 Worm Rot: Effective talent level: 3.5 Power cost 29 out of 50/50. Range 6 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 19.67 acid and 8.89 blight damage. If not cleared after five turns it will inflict 50.50 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Mandible of Ungolmor (40-52 power, 12 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature Weapon Damage 40.0 - 52.0 Physical Uses 84% Wil, 74% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +22.0% Attack Speed 100% Damage Conversion 30% darkness On Hit: 20% Poisonous Bite level 3 On Critical: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex offense ------ Damage +30% nature +20% darkness defense ------ Armor +15 Poison Resist +100% other ------- Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Oozing Heart (17-19 power, 25 apr, nature slow damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Disrupt Weapon Damage 17.0 - 18.7 Nature slow Uses 90% Wil, 50% Str, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +25 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +2 Cun +6 Wil offense ------ Mind Crit +8% Mindpower +12 (+2 eff.) Damage +18% nature +15% acid defense ------ Resistance +12% arcane +12% blight Spell save +15 (+0 eff.) other ------- Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Effective talent level: 3.5 Power cost 15 out of 20/20. Range 10 Cooldown: 30 Travel.spd 800% of base Description: Spit slime at your target doing 181.44 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Skeletal Claw (55-61 power, 8 apr)3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 55.0 - 60.5 Physical Uses 40% Wil, 126% Cun Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 125% On-hit +30 bleed On-crit, radius 2 +50 bleed On Hit: 10% Bone Grab level 3 On Hit: 20% Bone Spear level 4 While equipped: offense ------ Spellpower +4 (+2 eff.) Combat Speed +10% defense ------ Defense +12 (+3 eff.) other ------- Masteries +0.25 Corruption/Bone On Spell Hit: 10% Bone Spear level 4 Bone Nova: Effective talent level: 5.5 Power cost 15 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 5 for 148.50 physical damage, and inflicting bleeding for another 74.25 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Storm Fury4.0 Encumbrance T5 longbow 2H weapon Reqs Mag 30 [Unique] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 12% Chain Lightning level 3 While equipped: Stats +10 Dex +10 Mag offense ------ Spell Crit +10% Spellpower +30 (+15 eff.) Move Speed +30% On-Ranged-Hit 75 lightning Damage +25% lightning defense ------ Defense +30 (+7 eff.) Resistance +20% lightning other ------- Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 63 to 126 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Tinkerer's Twinblaster4.0 Encumbrance T1 steamgun 1H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Attack Speed 100% Damage Multiplier 50% Range +4 Projectile Speed +600% On-ranged-hit +5 physical Recursive +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
Annihilator4.0 Encumbrance T5 steamgun 2H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 67% Damage Multiplier 100% Range +8 Projectile Speed +600% On Hit: * 50% chance to reload 1 ammo Uses 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
Thoughtcaster4.0 Encumbrance T5 steamgun 1H weapon [Unique] Psionic/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Damage Multiplier 110% Range +10 Projectile Speed +600% On Hit: * deal 131.00 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: offense ------ Steam Crit +5% Mind Crit +5% Steampower +15 (+3 eff.) Mindpower +15 (+2 eff.) other ------- Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
Arkul's Siege Arrows (14/14, 68-95 power, 100 apr)3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 68.0 - 95.2 Physical Uses 128% Wil, 63% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +100 Critical Rate +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Mithad the voratun shield (0 def, 30 armour, 266.66563145999 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Physical Crit +10.7% Damage +30% mind Ignore Armor +9 On-Hit (Melee): * 27% chance to reduce armor by 22% defense ------ Armor +30 Fatigue +8% Resistance +30% fire other ------- Max stamina +40.25 Talents +1 Block Handheld deflection devices. |
Temporal Rift (8 def, 4 armour, 325 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Spellpower +12 (+6 eff.) defense ------ Armor +4 Defense +8 (+2 eff.) Ranged Defense +10 (+2 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+0 eff.) Slow Projectiles +50% other ------- Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+0 eff.) Spell save +10 (+0 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Evermoss Robe (12 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Mind Crit +5% Mindpower +12 (+2 eff.) Damage +30% nature Ignore resists +10% nature When Hit 35 nature slow defense ------ Defense +12 (+3 eff.) Resistance +25% nature +13% all Physical save +15 (+0 eff.) Life Regen +0.20 Healmod +15% other ------- Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
The Calm (15 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+10 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+3 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Worm Nest (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+7 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 4.5 Power cost 11 out of 20/20. Range 9 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Galen's Flowing Robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun offense ------ Spell Crit +12% Spellpower +35 (+17 eff.) Damage +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical defense ------ Resistance +15% all other ------- Mana/turn +2.00 Max mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Death's Embrace (18 def, 18 armour)9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun offense ------ Critical power +20.00% Spellpower +10 (+5 eff.) Damage +20% darkness +20% cold When Hit 15 darkness 15 cold defense ------ Armor +18 Hardiness +15% Defense +18 (+4 eff.) Resistance +30% temporal +30% darkness +30% cold Stealth +10 other ------- Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 28, based on Cunning and Magic) for 10 turns. Uses 37 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Balancepulverizer the voratun mail armour (5 def, 31 armour)14.0 Encumbrance T5 heavy armor [Rare] Master While equipped: Stats +16 Str +8 Con offense ------ Damage +33% physical Ignore resists +34% nature defense ------ Armor +31 Defense +5 (+1 eff.) Fatigue +12% Resistance +36% cold +8% physical +21% darkness +27% light Physical save +25 (+0 eff.) Pinning Resist +27% Stun Resist +27% A suit of armour made of mail. |
Chromatic Harness (10 def, 14 armour)14.0 Encumbrance T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck defense ------ Armor +14 Defense +10 (+2 eff.) Fatigue +16% Resistance +20% lightning +20% physical +20% cold +20% fire +20% acid Blind Resist +50% Stun Resist +25% Knockbk Resist +50% other ------- Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con defense ------ Armor +18 Defense +10 (+2 eff.) Fatigue +16% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 18.0 Power cost 37 out of 80/80. Range 10 Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 428.87 fire damage in a radius of 9 each turn for 15 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Neira's Memory1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 157, based on Magic) for 10 turns. Uses 15 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Emblem of Evasion1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+5 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 5.5 Power cost 22 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 56 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. |
Pressurizer (8 def, 0 armour)2.0 Encumbrance T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex offense ------ Steam Crit +10% Steampower +10 (+2 eff.) defense ------ Defense +8 (+2 eff.) other ------- Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
Destala's Scales (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun offense ------ Mindpower +6 (+1 eff.) Damage +15% acid Ignore resists +10% acid defense ------ Defense +10 (+2 eff.) other ------- Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray level 2 Dissolve: Effective talent level: 14.0 Power cost 15 out of 20/20. Range melee/personal Cooldown: 4 Travel.spd instantaneous Is: a mind power and a nature gift Description: You call upon the mighty claw of a venom drake and rake a wave of acid in front of you, doing 94% weapon damage as disarming acid damage in a cone of radius 8. You will attack each enemy in the cone 5 times. The acid has 25% chance to disarm, using mindpower as apply power. Using this talent requires two psiblades. Each point in acid drake talents also increases your acid resistance by 1%. Using this talent requires two psiblades. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Cloak of Daggers (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun offense ------ Physical Power +5 (+1 eff.) defense ------ Defense +10 (+2 eff.) Physical save +10 (+0 eff.) Has a 50% chance each turn to slash an adjacent enemy for 403 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. |
Ethereal Embrace (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spell Crit +6% Spellpower/crit +5 Damage +15% arcane +15% darkness defense ------ Defense +10 (+2 eff.) Resistance +12% arcane +12% darkness Shield Duration +1 Shield Power +15% other ------- Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Effective talent level: 3.5 Power cost 21 out of 28/28. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 61.47 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Frozen Shroud (12 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag offense ------ Damage +25% cold When Hit 60 ice defense ------ Defense +12 (+3 eff.) Resistance +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 359.74 cold damage and condensing the air into freezing vapors that deal 119.91 cold damage (based on Magic) each turn for 10 turns. Uses 22 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 60% (based on Cunning). Uses 37 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. |
Aetherwalk (6 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+7 eff.) Damage +25% arcane defense ------ Defense +6 (+1 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 98 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 18 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Shoes of Moving Quickly (10 def, 12 armour)2.0 Encumbrance T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex offense ------ Steampower +5 (+1 eff.) defense ------ Armor +12 Defense +10 (+2 eff.) Fatigue +3% Pinning Resist +100% Knockbk Resist -100% You move 3 spaces at once. Accurately? Less so. |
Scorched Boots (4 def, 4 armour)3.0 Encumbrance T5 feet armor [Unique] Arcane While equipped: offense ------ Spell Crit +6% Spellpower +13 (+6 eff.) Damage +15% blight +15% fire +15% darkness defense ------ Armor +4 Defense +4 (+1 eff.) Fatigue +8% Poison Storm: Effective talent level: 4.5 Power cost 22 out of 40/40. Range melee/personal Cooldown: 24 Travel.spd instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 9 turns. Each creature hit by the storm takes 12.80 blight damage and is poisoned for 51.19 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 64%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 38%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 30% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
Steam Powered Boots (8 def, 15 armour)3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+2 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Unbreakable Greaves (8 def, 20 armour)3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+2 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resistance +15% acid +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Fist of the Destroyer (8 def, 0 armour)1.0 Encumbrance T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun defense ------ Defense +8 (+2 eff.) Stun Resist +20% other ------- 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: Effective talent level: 6.5 Power cost 9 out of 12/12. Range 6 Cooldown: 8 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 145.55 fire damage and 86.09 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+6 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Spellhunt Remnants (6 def, 8 armour)1.5 Encumbrance T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +15% Mindpower +12 (+2 eff.) Damage +25% nature Ignore resists +25% nature defense ------ Armor +8 Defense +6 (+1 eff.) Spell save +15 (+0 eff.) Life +100.00 other ------- 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 231.00 arcane damage and stunned). Uses 73 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. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Nimbus of Enlightenment (7 def, 0 armour)1.0 Encumbrance T5 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +10% Mindpower +20 (+3 eff.) defense ------ Defense +7 (+1 eff.) Mind save -25 (-5 eff.) Confus Resist -30% other ------- Hate-on-crit +5.00 Psi-on-crit +5.00 Max psi +50.00 Infravision +5 They are out to get you. This is not real this is not real this is not real. By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
Decayed Visage (6 def, 7 armour)1.0 Encumbrance T3 head armor Reqs Mag 25 [Unique] Arcane/Master While equipped: Stats +3 Dex +6 Mag +6 Wil +9 Con offense ------ Spell Crit +4% Critical power +20.00% Damage +12% blight +9% cold +14% arcane When Hit 10 darkness 10 vim draining blight On-Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 13 defense ------ Armor +7 Defense +6 (+1 eff.) Resistance +5% all Physical save +10 (+0 eff.) Unlife -100.00 life other ------- Stamina/turn +3.00 Max vim +25.00 Vimsense: Effective talent level: 3.5 Power cost 19 out of 45/45. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 8% and all saves by 13, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Steam Powered Helm (3 def, 12 armour)3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+0 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance 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. |
2 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ruby0.0 Encumbrance 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. |
2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 diamond0.0 Encumbrance 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. |
4 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+0 eff.) Spell save +10 (+0 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+0 eff.) Spell save +10 (+0 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Lifebinding Emerald0.0 Encumbrance T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Item imbue powers: Stats +15 Con Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Stun Resist +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
208 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+2 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+2 eff.) other ------- Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 617.40 darkness damage (based on Mindpower and charge). Uses 8 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
voratun grounding strap0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +30% lightning Stun Resist +50% Attach on item worn on slot 'cloak' Tinkers can be attached to normal items to improve them with steam power! |
voratun kinetic stabiliser0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Physical save +15 (+0 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% Attach on item worn on slot 'feet' Tinkers can be attached to normal items to improve them with steam power! |
voratun mental stimulator0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +10 Cun defense ------ Mind save +15 (+2 eff.) Sleep Resist +100% Attach on item worn on slot 'head' Tinkers can be attached to normal items to improve them with steam power! |
amazing pain suppressor salve [power 305] amazing pain suppressor salve [power 305]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -305 life and reduces all damage by 29% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 8 turn cooldown Activation is instant. Medical salve. |
amazing unstoppable force salve [power 97] amazing unstoppable force salve [power 97]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Increases all saves by 97 and healing factor by half Puts Talent Medical Injector on 13 turn cooldown Activation is instant. Medical salve. |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+0 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. |
Eclipsebolt the iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +8 Con offense ------ Ignore resists +25% darkness defense ------ Defense +40 (+10 eff.) Resistance +30% lightning +7% arcane +20% mind Crit Resistance 20.12% Physical save +18 (+0 eff.) other ------- Max stamina +40.25 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+0 eff.) Spell save +10 (+0 eff.) Mind save +10 (+2 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 5.5 Power cost 22 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 74.95 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Dragon Orb (Orb of Command)1.0 Encumbrance 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 Encumbrance 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 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 Encumbrance 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. |
Transmogrification Chest2.0 Encumbrance 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. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 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. |
The Guardian's Totem2.0 Encumbrance T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil offense ------ Mindpower +8 (+1 eff.) When Hit: * 18% chance to slow global speed by 90% defense ------ Resistance +20% blight +20% arcane Spell save +20 (+0 eff.) other ------- Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 37 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Lightbringer's Wand2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+0 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 99 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 26 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Void Shard2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spellpower +10 (+5 eff.) Damage +12% darkness +12% temporal When Hit 16 void defense ------ Resistance +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 123.00 temporal and 186.13 darkness damage (based on Magic). Uses 15 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
Against all odds (Madness (Adventure) difficulty)
Killed Ukruk in the ambush.By Dragon Jelly the Zilquish Psion level 40
52nd Quantumnal 1337th year of Ascendancy at 16:38 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Dragon Jelly the Zilquish Psion level 77
56th Quantumnal 1337th year of Ascendancy at 18:28 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Dragon Jelly the Zilquish Psion level 59
54th Quantumnal 1337th year of Ascendancy at 02:45 see stats
Fear me not! (Madness (Adventure) difficulty)
Survived the Fearscape!By Dragon Jelly the Zilquish Psion level 63
54th Quantumnal 1337th year of Ascendancy at 20:51 see stats
Fear of Fours (Madness (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Dragon Jelly the Zilquish Psion level 66
55th Quantumnal 1337th year of Ascendancy at 17:18 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Dragon Jelly the Zilquish Psion level 10
45th Quantumnal 1337th year of Ascendancy at 02:17 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Dragon Jelly the Zilquish Psion level 20
48th Quantumnal 1337th year of Ascendancy at 07:12 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Dragon Jelly the Zilquish Psion level 30
50th Quantumnal 1337th year of Ascendancy at 08:06 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By Dragon Jelly the Zilquish Psion level 40
52nd Quantumnal 1337th year of Ascendancy at 06:36 see stats
Level 50 (Madness (Adventure) difficulty)
Got a character to level 50.By Dragon Jelly the Zilquish Psion level 50
53rd Quantumnal 1337th year of Ascendancy at 14:41 see stats
Overpowered! (Madness (Adventure) difficulty)
Did over 6000 damage in one attack.By Dragon Jelly the Zilquish Psion level 66
55th Quantumnal 1337th year of Ascendancy at 16:51 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Dragon Jelly the Zilquish Psion level 27
49th Quantumnal 1337th year of Ascendancy at 20:50 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Dragon Jelly the Zilquish Psion level 23
48th Quantumnal 1337th year of Ascendancy at 23:29 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By Dragon Jelly the Zilquish Psion level 27
49th Quantumnal 1337th year of Ascendancy at 20:50 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Dragon Jelly the Zilquish Psion level 26
49th Quantumnal 1337th year of Ascendancy at 15:50 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Dragon Jelly the Zilquish Psion level 14
46th Quantumnal 1337th year of Ascendancy at 14:51 see stats
Vampire crusher (Madness (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Dragon Jelly the Zilquish Psion level 36
52nd Quantumnal 1337th year of Ascendancy at 05:06 see stats
Log
Dragon Jelly's mind surges with critical power!
Multi-hued drake hatchling is weakened by the gloom.
Multi-hued drake is weakened by the gloom.
Dragon Jelly's mind surges with critical power!
Dragon Jelly uses Agony.
Dragon Jelly's mind surges with critical power!
Multi-hued drake hatchling is writhing in agony!
Talent Implant: Medical Injector is ready to use.
Talent Greater Weapon Focus is ready to use.
Talent Swallow is ready to use.
Dragon Jelly uses Greater Weapon Focus.
Dragon Jelly uses Implant: Medical Injector.
Dragon Jelly uses a pain suppressor salve.
Dragon Jelly receives 15 healing (19 psi heal).
Kinetic Aura hits Multi-hued drake hatchling for 122 physical damage.
Kinetic Aura hits Multi-hued drake hatchling for 109 physical damage.
Dragon Jelly's Beyond the Flesh hits Multi-hued drake hatchling for 1195 physical, 344 physical, 387 fire, 378 lightning (2303 total damage).
Thermal Aura hits Multi-hued drake hatchling for 124 fire damage.
Thermal Aura hits Multi-hued drake hatchling for 124 fire damage.
Charged Aura hits Multi-hued drake hatchling for 121 lightning damage.
Charged Aura hits Multi-hued drake hatchling for 108 lightning damage.
Mindrot hits Multi-hued drake hatchling for 70 mind, 115 darkness (185 total damage).
Mindrot hits Multi-hued drake for 27 mind, 72 darkness (100 total damage).
Mindrot hits Multi-hued drake hatchling for 59 mind, 96 darkness (154 total damage).
Mindrot hits Multi-hued drake hatchling for 70 mind, 115 darkness (185 total damage).
Mindrot hits Multi-hued drake hatchling for 70 mind, 115 darkness (185 total damage).
Bloodcaller hits Dragon Jelly for 33 healing (42 psi heal), 9 healing (12 psi heal), 11 healing (14 psi heal), 10 healing (13 psi heal), 3 healing (4 psi heal), 3 healing (4 psi heal), 3 healing (4 psi heal), 3 healing (4 psi heal), 2 healing (2 psi heal), 2 healing (2 psi heal), 1 healing (1 psi heal), 2 healing (2 psi heal), 2 healing (2 psi heal), 3 healing (4 psi heal), 3 healing (4 psi heal), 2 healing (3 psi heal), 3 healing (3 psi heal), 3 healing (4 psi heal), 3 healing (4 psi heal), 3 healing (4 psi heal) (0 total damage) [239 healing].
--------------------------------
A psionic shield forms around Dragon Jelly.
=====================
QUICK Campaign Zones
=====================
Ruins of Kor'Pul
Rhaloren Camp: Overground
The Maze: Collapsed
Old Forest
Dreadfell
Grushnak Pride
Rak'shor Pride
Finale
=====================
QUICK Campaign Perks
=====================
1: Infusion: Wild
2: Talents: Vitality/Unflinching Resolve
3: Artifact: Bloodcaller
4: Sandqueen Heart: Normal
5: Anti-magic: Adept
6: Finale: Increased Resistances
7: Infusion: Wild-Physical/Mental
8: Alchemists: Lifebinding Emerald
























































































































































































































































