







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. TK Mindstars Are Weapons 1.7.0Modifies Beyond the Flesh and related talents so that telekinetically wielded mindstars are treated as weapons, attacking adjacent foes rather then pulling them in from afar. (One minor exception: the Kinetic Aura, Thermal Aura and Charged Aura talents still follow their original behaviour with mindstars, doing damage to adjacent enemies once per turn rather than extra damage per weapon hit; modifying this behavior was deemed too difficult. We Apologize for the Inconvenience.™) 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. 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. 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! 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. 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.] 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- Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Mindstar Tuning 1.7.0Modifies the Attune Mindstar talent to allow individual control over the nature-vs.-mind attument of your mainhand and offhand wielded mindstars. Also adds a status indicator in the buffs display showing the attunement of your wielded mindstars. 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. Fine Tune Mindstars 1.7.4Alters the Attune Mindstars talent effect. This addon will alter Attune Mindstars to allow you to choose any basic damage type (physical, arcane, fire, cold, nature, blight, mind, temporal, light, darkness, acid, lightning) for your mindstars damage type. Mindstars that do not teach Attune Mindstar (i.e. fixedart mindstars) will not be affected. Additionally, Attune Mindstars will also affect any telekinetically-wielded mindstars. 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. Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon
- allows adventurer to use talents from classes that don't spawn on randbosses
- still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents
Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree
- allows the adventurer to use every talents, including monster only and debug talent trees.
- tends to have issues with classes from other addons due to the way it loads their data.
Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer
- my own adventurer skill addon.
- allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character.
- use this one if you use addons that add new classes/races and want their talents on an adventurer
Note : use only one of those three. They are not compatible with eachother 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. 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: 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.
Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: Yakri's Stat Changes v2 1.7.6My personal twist on and combination of "TLR's Stat changes" by thelastraven, "Moderately Generous Levels" by Chaotic Heretic, and "Constitution Viability Buff" by Raenarill. We're pretty far down the rabbit hole of modding other modders mods here. I decided to make yet another variant here because I wanted a power up to some underwhelming builds However, this mod went much too far for my liking in terms of generic power boost, so I'm releasing my own version which mainly has changes Leveling changes: Level 2 is a "double" level, granting double the normal points (6 stat, 2 class/generic points) Max life per point increased from 4 to 5. Added 0.05 life regen/turn per point. Added 0.5 Stamina per point. I just tweaked some values, all credit goes to TLR, Chaotic Heretic, and Raenarill. 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: 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: 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 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). Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. |
| Campaign | quick |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Adventurer (Ruffian) |
| Level / Exp | 100 / 3536% |
| Size | small |
| Lifes / Deaths | Killed by Emitha the elder vampire at level 42 on the 51st Quantumnal 1337th year of Ascendancy at 15:55 4 / 3Killed by Lord of Skulls (warrior) at level 46 on the 52nd Quantumnal 1337th year of Ascendancy at 03:48 Killed by Elite Combat Trainer Nerilaith at level 55 on the 53rd Quantumnal 1337th year of Ascendancy at 07:19 |
Primary Stats
| Strength | 165 (base 12) |
| Dexterity | 177 (base 92) |
| Constitution | 15 (base 12) |
| Magic | 176 (base 100) |
| Willpower | 241.07439038006 (base 100) |
| Cunning | 128 (base 100) |
Resources
| Steam | 100/100 |
| Mana | 1779/1779 |
| Equilibrium | 38 |
| Insanity | 0/100 |
| Life | 1750/1750 |
| Psi | 1273/1273 |
| Stamina | 957/957 |
| Hate | 48/100 |
| Healing Factor | 0.046031121941708 |
| Regeneration | 2.2294936448211 |
Speed
| Mental | +31.88404237195% |
| Attack | 0% |
| Movement | +38.18330640608% |
| Spell | +31.88404237195% |
| Global | +201.82120943954% |
Vision
| Sight | 10 |
| Lite | -1000 |
| Infravision | 7 |
| See Stealth | 75.235057293025 |
| See Invisible | 75.235057293025 |
| Stealth | 62 |
Offense: Mainhand
| Damage | 383 |
| Accuracy | 114 |
| Crit Chance | 87% |
| APR | 161 |
| Speed | 0.76 |
Offense: Offhand
| Damage | 383 |
| Accuracy | 114 |
| Crit Chance | 87% |
| APR | 161 |
| Speed | 0.76 |
Offense: Spell
| Spellpower | 121 |
| Crit Chance | 100% |
| Speed | 0.75824184792556 |
Offense: Mind
| Mindpower | 153 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +22% |
| Darkness | +123% |
| Light | +12% |
| Temporal | +12% |
| Blight | +105% |
| Arcane | +34% |
| Mind | +97% |
| All | +7% |
Offense: Damage Penetration
| Acid | +20% |
| Lightning | +54% |
| Darkness | +54% |
| Arcane | +54% |
| Cold | +54% |
| All | +20% |
Defense: Base
| Armour (hardiness) | 38 (93.951449496616%) |
| Defense | 99 |
| Ranged Defense | 99 |
| Fatigue | 0 |
| Physical Save | 51.95 |
| Spell Save | 65.15 |
| Mental Save | 58 |
Defense: Resistances
| Physical | + 52%( 70%) |
| Lightning | + 57%( 70%) |
| Temporal | + 42%( 70%) |
| All | + 47%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Poison Resistance | 70% |
| Blind Resistance | 54% |
| Silence Resistance | 39% |
| Bleed Resistance | 100% |
| Teleport Resistance | 0% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 1334 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 230 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 34% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 6 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 78 up to 10 times. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 12 times. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 3/5 |
| 2/5 |
| 10/5 |
| 3/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 10/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 8/5 |
| 4/5 |
| 4/5 |
| Cursed / Rampage | 1.30 |
| 10/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Vagabond | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 10/5 |
| Psionic / Solipsism | 1.40 |
| 10/5 |
| 1/5 |
| 10/5 |
| 3/5 |
| Demented / Chivalry | 1.40 |
| 10/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Technique / Battle tactics | 1.30 |
| 9/5 |
| 5/5 |
| 1/5 |
| 9/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 6/5 |
| Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.30 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 10/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Steamtech / Chemistry | 2.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 10/5 |
| Steamtech / Physics | 2.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 10/5 |
| 1/5 |
| 1/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 10/5 |
| 0/5 |
| Wild-gift / Fungus | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 6/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 10/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Shadow Feed |
| talent | Shadow Combat |
| talent | Stealth |
| talent | Psiblades |
| talent | Savage Hunter |
| talent | Augmentation |
| talent | Skate |
| talent | Elemental Harmony |
| talent | Beyond the Flesh |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 13.1 and stamina regeneration by 3.0. Soothing Darkness |
| beneficial effect | Your mindstar(s) are attuned as follows: Attune MinstarSeeds of the Black Tree (17-19 power, 123 apr, darkness damage) : Not attunable Seeds of the Black Tree (17-19 power, 123 apr, darkness damage) : Not attunable |
| detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+58% global speed). Clarity |
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 |
You can open the way to an endless dungeon... Infinite PossibilitiesYou have defeated the leader of Angolwen inside of a temporal pocket and returned safely to Point Zero. Impressive! You have defeated the giant golem inside of a temporal pocket and returned safely to Point Zero. Impressive! You have defeated the doomed shade inside of a temporal pocket and returned safely to Point Zero. Impressive! | 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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found an ancient tome about gems. Lost Knowledge* The Fate Twister identified the tome as an artifact from an orphaned timeline, and began repairs on the timeline, creating a portal to a place called the Valley of the Moon. * You went to the Valley of the Moon and protected Limmir from the invading demons. Limmir can now make powerful amulets for you, if you can provide the necessary components. | done |
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. Elandar lies defeated. Argoniel lies defeated. The operation was a success! Speak with Zemekkys to learn more about your fate. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Equipment
| Psionic focus | Seeds of the Black Tree (17-19 power, 123 apr, darkness damage) 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Weapon Damage 17.0 - 18.7 Darkness Uses 207% Wil, 70% Mag Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +123 Critical Rate +25.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +14 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+2 eff.) Mindpower +28 (+4 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. This item has been sent to the Item's Vault. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Disarm Resist +100% other ------- Talents +5 Iron Grip Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 96% Wil, 96% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% On-hit +20 arcane On Hit: 15% Wave of Power level 1 On Hit: 10% Displacement Shield level 3 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. This item has been sent to the Item's Vault. |
| Light source | Seeds of the Black Tree (17-19 power, 105 apr, darkness damage) 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Weapon Damage 17.0 - 18.7 Darkness Uses 190% Wil, 63% Mag Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +105 Critical Rate +25.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Mag +13 Wil offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+2 eff.) Mindpower +25 (+3 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. This item has been sent to the Item's Vault. |
| On head | Seeds of the Black Tree (17-19 power, 105 apr, darkness damage) 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Weapon Damage 17.0 - 18.7 Darkness Uses 190% Wil, 63% Mag Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +105 Critical Rate +25.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +13 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+2 eff.) Mindpower +25 (+3 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. This item has been sent to the Item's Vault. |
| On feet | Seeds of the Black Tree (17-19 power, 105 apr, darkness damage) 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Weapon Damage 17.0 - 18.7 Darkness Uses 190% Wil, 63% Mag Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +105 Critical Rate +25.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +13 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+2 eff.) Mindpower +25 (+3 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. This item has been sent to the Item's Vault. |
| Tool | Seeds of the Black Tree (17-19 power, 105 apr, darkness damage) 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Weapon Damage 17.0 - 18.7 Darkness Uses 190% Wil, 63% Mag Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +105 Critical Rate +25.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +13 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+2 eff.) Mindpower +25 (+3 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. 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 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
| Around neck | Dryrim the Jetpython0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Mag offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) Damage +5% temporal +5% light +5% physical +27% arcane +26% darkness Ignore resists +34% lightning +34% cold +34% darkness +34% arcane defense ------ Resistance +18% lightning Amulets make your neck look great! |
| In main hand | Seeds of the Black Tree (17-19 power, 123 apr, darkness damage) 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Weapon Damage 17.0 - 18.7 Darkness Uses 207% Wil, 70% Mag Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +123 Critical Rate +25.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +14 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+2 eff.) Mindpower +28 (+4 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. This item has been sent to the Item's Vault. |
| Around waist | Seeds of the Black Tree (17-19 power, 105 apr, darkness damage) 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Weapon Damage 17.0 - 18.7 Darkness Uses 190% Wil, 63% Mag Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +105 Critical Rate +25.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +13 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+2 eff.) Mindpower +25 (+3 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. This item has been sent to the Item's Vault. |
| In off hand | Seeds of the Black Tree (17-19 power, 123 apr, darkness damage) 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Weapon Damage 17.0 - 18.7 Darkness Uses 207% Wil, 70% Mag Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +123 Critical Rate +25.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +14 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+2 eff.) Mindpower +28 (+4 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. This item has been sent to the Item's Vault. |
| Cloak | Seeds of the Black Tree (17-19 power, 105 apr, darkness damage) 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Weapon Damage 17.0 - 18.7 Darkness Uses 190% Wil, 63% Mag Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +105 Critical Rate +25.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +13 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+2 eff.) Mindpower +25 (+3 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. This item has been sent to the Item's Vault. |
| Main armor | Crimson Robe (12 def, 0 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 ------ Defense +12 (+2 eff.) Resistance +15% all Life Regen +10.00 Poison Resist +70% Disease Resist +70% Cut Resist +70% 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 +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism 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 Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
medical injector implant of the duelist (efficiency 295% / cooldown 55% / 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 295% efficiency and cooldown mod of 55%. Current default salve: none Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 303% / cooldown 73% / 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 303% efficiency and cooldown mod of 73%. Current default salve: none Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 29)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 29 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 29.3 steam per turn. Can be activated for an instant burst of 146 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the duelist (heal 995; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 995 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 1334; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 1334 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 980 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Ancient Rune ()0.1 Encumbrance T5 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: You will have to try it to discover what it does. Inscribe your skin with the rune. A long forgotten rune created by a long forgotten people. It appears to have been part of something greater. Parts of it still hold great power. But who knows what it will unleash? |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (76% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 134; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 134 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 285; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 285 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune of the duelist (threshold 83; blocks 12; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 12 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
3 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. |
3 schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Helps keep your airway open and lets you hold your breath longer. Requires talents: - Therapeutics (1) - Mechanical (1) Requires ingredients: - lump of iron (2) - stack of herbs (viperweed) (2) Example Item: simple air recycler 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +10% Returns 1 air each turn. 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: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Want more defense? Wear more armour! Requires talents: - Smith (1) Requires ingredients: - lump of iron (4) Example Item: iron armour reinforcement 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +1 Hardiness +20% Fatigue +5% 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. |
2 schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that releases acid on impact. Requires talents: - Explosives (2) - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude corrosive shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Corrosive 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 corrosive shot with your steamgun(s) at a target for 191% weapon damage as acid. The acid released by the shot will also corrode the target, reducing its accuracy, defense and armour by 58. This talent does not use ammo as it is the ammo. Corrosion strength 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. |
4 schematic: Crystal Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Adding a crystal blade to your weapon will make it the flashiest around! (with added light damage and increased critical multiplier) Requires talents: - Smith (4) Requires ingredients: - lump of iron (1) Requires items: - citrine Example Item: iron crystal edge 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: offense ------ Critical power +3.00% Deals high light damage and increases critical multiplier. 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. |
2 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: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that explodes on impact. Requires talents: - Explosives (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (1) Example Item: crude explosive shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Explosive 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 explosive shot with your steamgun(s) at a spot within range. When each shot reaches its target, it does normal steamgun damage and explodes within radius 1, which does 437.06 physical damage. 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: Flare Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that releases intense light on impact. Requires talents: - Explosives (3) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude flare shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Flare 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 explosive shot with your steamgun(s) at a spot within range. When each shot reaches its target, it does normal steamgun damage and explodes within radius 2, which lights up the area and blinds for 4 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: 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. |
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: Galvanic Retributor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Fortify your shield with electricity and prepare to unleash GALVANIC RETRIBUTION against your attackers! Requires talents: - Electricity (4) Requires ingredients: - lump of iron (4) Example Item: iron galvanic retributor 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to armor/shield When attached: offense ------ When Hit 5 lightning Attach on item of type 'armor / shield' 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: Hand Cannon0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Allows you to fire your equipped shot or arrow ammo via your gloves. Requires talents: - Mechanical (4) - Explosives (2) Requires ingredients: - lump of iron (3) Example Item: iron hand cannon 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Hand Cannon Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Fires your ammo at an enemy in range 10 for 191% weapon damage. If this tinker is made of voratun you will fire an additional shot. This shot is a ranged melee attack but will use the ranged procs of your ammo as well.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: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] So much more convenient than a lantern on your waist. Requires talents: - Explosives (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (1) Example Item: crude head lamp 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +1 (+1 eff.) other ------- Light +3 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. |
3 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 52. 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 (+1 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: Lightning Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Lightning coils can be attached to melee weapons to generate a short range beam of electricity on melee crits. Requires talents: - Electricity (3) Requires ingredients: - lump of iron (3) Example Item: crude lightning coil 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. 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: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Supercharge your thinking and give your brain a boost with the Mental Stimulator! Requires talents: - Electricity (1) Requires ingredients: - lump of iron (2) Example Item: iron mental stimulator 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun defense ------ Mind save +3 (+1 eff.) Sleep Resist +40% 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: 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 139] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -139 life and reduces all damage by 14% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 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. |
3 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Properly working and tempering a metal can make it harder than normal, and hold a sharper edge. Requires talents: - Smith (2) Requires ingredients: - lump of iron (2) Example Item: iron razor edge 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Ignore Armor +4 Critical Rate +4.0% 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. |
4 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 158.81 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. |
2 schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A mechanical device for launching a spinning buzzsaw! What else could you want? Requires talents: - Mechanical (1) - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron saw projector 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Project Saw Effective talent level: 2.5 Use mode: Activated Steam cost: 10 Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You activate hidden springs to project a saw towards your foes. Any creature caught in the beam takes 572.86 physical damage and bleeds for half more in 5 turns. The damage increases 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: 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: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Not only does it help seal wounds, protecting you from bleeding and enhancing your healing, it also protects from armour chafe! Requires talents: - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (3) Example Item: simple second skin 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Life Regen +2.00 Poison Resist +30% Disease Resist +30% Cut Resist +30% 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: Shocking Touch0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Gives you the Electric Touch. Higher tiers will chain. Requires talents: - Electricity (3) Requires ingredients: - lump of iron (2) Example Item: iron shocking touch 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Shocking Touch Effective talent level: 2.5 Use mode: Activated Steam cost: 10 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Touch a creature to release a nasty electrical charge into them, doing 272.64 lightning damage. If this tinker is above tier 1, the electricity can arc to another target up to 2 tiles away. The number of enemies hit is at most the tinker tier. The damage increases 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. |
3 schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Adding metal spikes to anything makes it more dangerous. (and also unwieldy and inconvenient) Requires talents: - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron spike attachment 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 10 physical defense ------ Armor +4 Fatigue +1% 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. |
8 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: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Dismantle any one handed sword/axe/mace, add some amazing steampower to it and make a powerful steamsaw to shred your foes to pieces! Requires talents: - Smith (2) - Mechanical (1) Requires ingredients: - lump of iron (7) Requires: - a one handed sword/axe/mace (not unique, without a special damage type) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Amaze your friends with this cannister launcher which lets you project deadly poison clouds with but a wave of your hand. Deadly! Requires talents: - Smith (2) Requires ingredients: - stack of herbs (viperweed) (8) - lump of iron (10) Example Item: iron toxic cannister launcher 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Toxic Cannister Launcher Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Launch a cannister filled with toxic gas at a location. Every 2 turns the cannister emits a poison cloud of radius 3 around it each turn. The poison does 329.56 nature damage over 5 turns. The cannister has 1077 life and lasts 8 turns. When it ends or is destroyed a last cloud is created. Damage, life, resists, and armor scale with your Steampower. Damage and penetration are inherited from the creator.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: 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 33] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Increases all saves by 33 and healing factor by half Puts Talent Medical Injector on 18 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: Viral Injector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Viral grooves allow your weapons to apply an infectious agent on contact, dealing immediate blight damage and reducing their highest stat. While this strain is effective it lacks the ability to spread or adapt to its hosts weaknesses. Perhaps there are better methods to be found. Requires talents: - Therapeutics (3) - Smith (1) Requires ingredients: - lump of iron (3) Example Item: crude viral injector 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Infects targets with a stat reducing disease. 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: Viral Needlegun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Blight is not dirty to a Tinker, it is useful! By combining blighted materials with a simple mechanical gun, you can fire a low damaging attack that infects foes with terrible diseases. Requires talents: - Smith (3) Requires ingredients: - chunk of ghoul flesh (7) - lump of iron (8) Example Item: iron viral needlegun 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Viral Needlegun Effective talent level: 2.5 Use mode: Activated Steam cost: 10 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a cone of blighted needles, hitting everything in a frontal cone of radius 5 for 145.65 physical damage. Each creature hit has a 37% chance of being infected by a random disease, doing 64.92 blight damage and reducing either Constitution, Strength or Dexterity by 18 for 20 turns. The damage and disease effects increase 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: 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 25 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: Winterchill Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Heat is energy. Using your knowledge of physics, chemistry, and blacksmithing you can add a chilling edge to your weapons. While the damage this deals is relatively small each blow will also cause your enemies to lose one tenth of a turn. Requires talents: - Smith (1) - Chemistry (3) Requires ingredients: - lump of iron (3) Example Item: crude winterchill edge 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. 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. |
Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Corrosion0.1 Encumbrance T1 ring jewelry [Unique] Arcane While equipped: offense ------ On-Hit 5 acid On-Ranged-Hit 5 acid Damage +10% acid When Hit 5 acid defense ------ Resistance +10% acid Corrosive Vapour: Effective talent level: 2.5 Power cost 30 out of 30/30. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 55.12 acid damage in a radius of 3 each turn for 4 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Tempestspire the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun +8 Dex offense ------ Mind Crit +9% Mindpower +35 (+5 eff.) Damage +15% lightning Accuracy +8 (+2 eff.) Ignore Armor +13 defense ------ Armor +10 Resistance +27% lightning +21% fire Unlife -107.33 life Rings make your fingers look great! |
The Black Ring0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+1 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." |
Ring of the Archlich0.1 Encumbrance T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: offense ------ Spellpower +8 (+1 eff.) Damage +10% darkness +10% cold defense ------ Resistance +10% darkness +10% cold Spell save +8 (+1 eff.) Poison Resist +25% Cut Resist +25% other ------- Max souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Exiler0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) On-Hit 15 temporal Damage +15% temporal +10% physical defense ------ Resistance +15% temporal Anomaly Control +10 other ------- Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread level 2 Attempt to inflict 225.12 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glory of the Pride0.1 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 (+8 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. |
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 (+6 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: 4.5 Power cost 30 out of 30/30. Range melee/personal 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. |
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. |
Plague-Fire Sceptre (24-29 power, 4 apr, physical element)5.0 Encumbrance T3 staff 1H weapon [Unique] Arcane Weapon Damage 24.0 - 28.8 Fire Uses 125% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +27 (+4 eff.) Damage +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Staff of Domination (40-48 power, 12 apr, mind element)5.0 Encumbrance T4 staff 2H weapon [Unique] Psionic Weapon Damage 40.0 - 48.0 Mind Uses 60% Mag, 100% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +12 Attack Speed 100% While equipped: Stats +8 Wil offense ------ Spell Crit +10% Mind Crit +10% Spellpower +30 (+5 eff.) Mindpower +30 (+4 eff.) Damage +30% mind other ------- Mana-on-crit +10.00 Psi-on-crit +5.00 Masteries +0.20 Cursed/Punishments +0.20 Psionic/Focus +0.20 Spell/Illusion +0.20 Psionic/Psychic Assault This staff seems to hold your attention, making it difficult to look away. Once you grasp the staff, the hold vanishes and everything else seems to wait on your command. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+7 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Rod of Sarrilon (30-36 power, 4 apr, temporal element)5.0 Encumbrance T5 staff 2H weapon [Unique] Unknown 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 +4 Attack Speed 100% While equipped: Stats +7 Wil +8 Mag offense ------ Spell Crit +15% Spellpower +40 (+6 eff.) Damage +40% temporal Ignore resists +30% temporal defense ------ Anomaly Control +25 Teleport Resist +100% other ------- Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Sceptre of the Archlich (40-48 power, 12 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon [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 (+6 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. |
Staff of Absorption7.0 Encumbrance staff 2H weapon [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 (+3 eff.) Accuracy +20 (+4 eff.) Absorb energies. Uses 1000 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. |
Eksatin's Ultimatum (63-94 power, 25 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Unique] Master Weapon Damage 63.0 - 94.5 Physical Uses 221% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Critical Rate +25.0% Attack Speed 100% On Critical: * decapitate a weakened target While equipped: offense ------ Critical power +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Khulmanar's Wrath (70-105 power, 8 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Unique] Arcane Weapon Damage 70.0 - 105.0 Physical Uses 207% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +8.0% Attack Speed 100% On-hit +50 fire Damage Conversion 20% fire While equipped: offense ------ Damage +20% fire Ignore resists +25% fire defense ------ Resistance +20% fire The wearer is treated as a demon. Infernal Breath: Effective talent level: 4.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 7. Any non demon caught in the area will take 306.13 fire damage, and flames will be left dealing a further 71.93 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
The Gaping Maw (72-108 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Unique] Nature/Disrupt Weapon Damage 72.0 - 108.0 Physical Uses 207% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +50 acid +50 nature slow On Critical: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: other ------- Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Blighted Maul (96-144 power, 22 apr)12.0 Encumbrance T5 greatmaul 2H weapon [Unique] Arcane Weapon Damage 96.0 - 144.0 Physical Uses 235% 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 44 * Blasts creatures in a radius 1 shockwave around your target for 286.70 to 860.10 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 756.40 to 1512.80 physical damage (based on Strength) to each. Uses 50 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. |
Latafayn (68-109 power, 5 apr)3.0 Encumbrance T4 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 68.0 - 108.8 Physical Uses 214% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +10.0% Attack Speed 100% Lifesteal +8% Damage Conversion 50% fire burn While equipped: Stats +3 Cun +5 Str offense ------ Damage +10% darkness +15% fire defense ------ Resistance +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
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 207% 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. |
Champion's Will (67-107 power, 22 apr)3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 67.0 - 107.2 Physical Uses 201% Wil, 20% Con Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +12.0% Attack Speed 100% On Hit: * releases a burst of light, dealing 136 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con other ------- Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Dethblyd (70-112 power, 18 apr)3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 70.0 - 112.0 Physical Uses 221% Wil, 10% Mag Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +18 Critical Rate +20.0% Attack Speed 100% Lifesteal +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con other ------- Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Razorlock (25-38 power, 24 apr)3.0 Encumbrance T5 steamsaw 2H weapon [Unique] Steamtech Weapon Damage 25.0 - 37.5 Phys.bleed Uses 180% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% Block +150 Recursive +2 Uses 1.0 Steam While equipped: defense ------ Armor +10 Defense +11 (+2 eff.) Fatigue +13% other ------- Talents +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
Punae's Blade (46-64 power, 4 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Master Weapon Damage 46.0 - 64.4 Physical Uses 180% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Crit +20.0% Combat Speed +20% defense ------ Defense +40 (+7 eff.) Evasion +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Thunderfall (50-70 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Unique] Psionic Weapon Damage 50.0 - 70.0 Physical Uses 180% 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 60 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Ureslak's Femur (52-73 power, 5 apr)3.0 Encumbrance T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Weapon Damage 52.0 - 72.8 Physical Uses 180% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
Malediction (40-48 power, 15 apr)3.0 Encumbrance T4 waraxe 1H weapon [Unique] Arcane Weapon Damage 40.0 - 48.0 Physical Uses 180% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +25 blight On Hit: 10% Curse of Death level 3 On Hit: 10% Curse of Vulnerability level 3 While equipped: offense ------ Spellpower +20 (+3 eff.) Damage +20% blight On Spell Hit: 10% Curse of Impotence level 3 On Spell Hit: 10% Curse of Defenselessness level 3 The land withers and crumbles wherever this cursed axe rests. |
Razorblade, the Cursed Waraxe (38-53 power, 16 apr)3.0 Encumbrance T5 waraxe 1H weapon [Unique] Psionic Weapon Damage 38.0 - 53.2 Phys.bleed Uses 180% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +4 Str +4 Dex offense ------ Ignore resists +30% physical Accuracy +40 (+7 eff.) Ignore Armor +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 40% Wil, 140% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Heaven's Glint (36-47 power, 10 apr)1.0 Encumbrance T4 dagger 1H weapon [Unique] Arcane Weapon Damage 36.0 - 46.8 Physical Uses 40% Wil, 35% Cun, 55% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +14.0% Attack Speed 100% On-hit +20 cold Damage Conversion 50% light While equipped: Stats +4 Cun +4 Mag offense ------ Spellpower +20 (+3 eff.) Damage +20% light other ------- Light +2 On Spell Hit: 10% Sun Flare level 4 Circle of Blazing Light: (Instant) Effective talent level: 5.5 Power cost 40 out of 50/50. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle lights up affected tiles, increases your positive energy by 6 each turn and deals 23.79 light damage and 22.72 fire damage per turn to everyone else within its radius. The circle lasts 8 turns. The damage will increase with your Spellpower. Magic from high above the clouds. This dagger serves good. |
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 40% Wil, 120% 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 70% Wil, 86% 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 10 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 [Unique] Arcane Weapon Damage 42.0 - 54.6 Physical Uses 40% Wil, 35% Cun, 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 (+2 eff.) Damage +15% blight +15% darkness +15% acid other ------- Infravision +2 On Spell Hit: 15% Blood Grasp level 2 Worm Rot: Effective talent level: 4.5 Power cost 40 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 39.64 acid and 75.95 blight damage. If not cleared after five turns it will inflict 431.21 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 84% 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 40% Wil, 114% 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. |
Eyal's Will (22-24 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Disrupt Weapon Damage 22.0 - 24.2 Nature Uses 148% Wil, 36% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +10 Wil offense ------ Mind Crit +9% Mindpower +18 (+2 eff.) Damage +20% nature +10% acid Ignore resists +20% nature +10% acid defense ------ Resistance +25% blight +15% nature other ------- Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Effective talent level: 4.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 11, doing 167.89 slime damage for 20 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Fearstar (24-26 power, 40 apr, demonfire damage)3.0 Encumbrance T5 mindstar 1H weapon [Unique] Arcane/Nature/Psionic Weapon Damage 24.0 - 26.4 Demonfire Uses 94% Wil, 30% Mag, 54% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +5 Cun +5 Mag offense ------ Spell Crit +20% Mind Crit +20% Damage +30% darkness +30% fire other ------- Vim-on-crit +5.00 Psi-on-crit +5.00 On Spell Hit: 10% Nightmare level 5 On Mind Hit: 10% Darkfire level 5 Spit Blight: Effective talent level: 6.5 Power cost 24 out of 30/30. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit blight at your target doing 625.05 blight damage. The damage will increase with your Magic. Once a normal Mindstar, this stone was corrupted by an intersecting Fearscape plane. Nightmares are reflected on its surface and it is wrapped by vines that resemble hellish flames. There is much power in this fell crystal, but it is hard to unleash. |
Poltergeist's Nexus of the Way (22-24 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 22.0 - 24.2 Mind Uses 148% Wil, 36% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun +6 Wil offense ------ Mind Crit +9% Mindpower +18 (+2 eff.) Damage +20% mind Ignore resists +20% mind defense ------ Armor +5 Resistance +20% mind +5% all Confus Resist +30% Wayist: (Instant) Effective talent level: 2.5 Power cost 60 out of 60/60. Range 4 Cooldown: 34 Travel.spd instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 140 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Heartrend (28-42 power, 19 apr)3.0 Encumbrance T4 steamsaw 1H weapon [Unique] Steamtech Weapon Damage 28.0 - 42.0 Phys.bleed Uses 180% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +19 Critical Rate +9.0% Attack Speed 100% Block +50 On Hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Uses 1.0 Steam While equipped: defense ------ Armor +10 Defense +8 (+1 eff.) Fatigue +9% other ------- Talents +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
Dethzaw (40-60 power, 27 apr) 3.0 Encumbrance T5 steamsaw 1H weapon [Unique] Arcane/Steamtech Weapon Damage 40.0 - 60.0 Fire Uses 194% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +27 Critical Rate +6.0% Attack Speed 100% Block +80 On Critical: * deal a melee attack against all other enemies in a circle around you Uses 1.0 Steam While equipped: Stats +8 Cun +10 Str defense ------ Armor +15 Defense +12 (+2 eff.) Fatigue +9% other ------- Talents +3 Flame Bolts +3 Block Masteries +0.30 Steamtech/Sawmaiming Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him. His naming skills have not improved. This item has been sent to the Item's Vault. |
Dethzaw (40-60 power, 27 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Unique] Arcane/Steamtech Weapon Damage 40.0 - 60.0 Fire Uses 194% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +27 Critical Rate +6.0% Attack Speed 100% Block +80 On Critical: * deal a melee attack against all other enemies in a circle around you Uses 1.0 Steam While equipped: Stats +8 Cun +10 Str defense ------ Armor +15 Defense +12 (+2 eff.) Fatigue +9% other ------- Talents +3 Block Masteries +0.30 Steamtech/Sawmaiming Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him. His naming skills have not improved. |
Dethzaw (40-60 power, 27 apr) 3.0 Encumbrance T5 steamsaw 1H weapon [Unique] Arcane/Steamtech Weapon Damage 40.0 - 60.0 Fire Uses 194% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +27 Critical Rate +6.0% Attack Speed 100% Block +80 On Critical: * deal a melee attack against all other enemies in a circle around you Uses 1.0 Steam While equipped: Stats +8 Cun +10 Str defense ------ Armor +15 Defense +12 (+2 eff.) Fatigue +9% other ------- Talents +4 Doom Tendrils +3 Block Masteries +0.30 Steamtech/Sawmaiming Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him. His naming skills have not improved. This item has been sent to the Item's Vault. |
Dethzaw (40-60 power, 27 apr) 3.0 Encumbrance T5 steamsaw 1H weapon [Unique] Arcane/Steamtech Weapon Damage 40.0 - 60.0 Fire Uses 194% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +27 Critical Rate +6.0% Attack Speed 100% Block +80 On Critical: * deal a melee attack against all other enemies in a circle around you Uses 1.0 Steam While equipped: Stats +8 Cun +10 Str defense ------ Armor +15 Defense +12 (+2 eff.) Fatigue +9% other ------- Talents +3 Flame Bolts +3 Block Masteries +0.30 Steamtech/Sawmaiming Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him. His naming skills have not improved. This item has been sent to the Item's Vault. |
Whip of Urh'Rok (55-61 power, 0 apr)3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 55.0 - 60.5 Devouring flames Uses 40% Wil, 140% Cun Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +9.0% Attack Speed 125% On Hit: 20% Bone Nova level 4 On Hit: 15% Blood Boil level 3 While equipped: offense ------ Spellpower +15 (+2 eff.) Damage +20% blight +20% fire other ------- See Invisibility +2 Telepathy Demon/Minor Demon/Major While carried: offense ------ Damage +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Storm Fury4.0 Encumbrance T5 longbow 2H weapon [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 (+5 eff.) Move Speed +30% On-Ranged-Hit 75 lightning Damage +25% lightning defense ------ Defense +30 (+5 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 216 to 432 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. This item has been sent to the Item's Vault. |
Storm Fury4.0 Encumbrance T5 longbow 2H weapon [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 (+5 eff.) Move Speed +30% On-Ranged-Hit 75 lightning Damage +25% lightning defense ------ Defense +30 (+5 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 216 to 432 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. This item has been sent to the Item's Vault. |
Nithan's Force4.0 Encumbrance T5 sling 1H weapon [Unique] Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Mastery Sling Practice Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 111% Range +10 While equipped: Stats +10 Str +5 Con offense ------ Damage +35% physical Ignore resists +15% physical defense ------ Resistance +10% physical Pinning Resist +30% Knockbk Resist +30% Bull Shot: Effective talent level: 7.2 Power cost 16 out of 16/16. Range melee/personal Cooldown: 8 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 243% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
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. This item has been sent to the Item's Vault. |
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. This item has been sent to the Item's Vault. |
Poltergeist's 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 While equipped: defense ------ Stun Resist +60% 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. |
Poltergeist's 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 301.41 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con 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. |
Poltergeist's 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 301.41 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con 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. |
The Shotgonne9.0 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 +10 Attack Speed 100% Damage Multiplier 125% Range +6 Projectile Speed +600% Uses 4.0 Steam When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target. This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death. It also seems to have been carefully balanced to work like a dual gun set. |
The Titan's Quiver (18/18, 62-87 power, 20 apr)3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 62.0 - 86.8 Physical Uses 138% Wil, 70% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +8.0% Capacity 18 On Critical: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Pouch of the Subconscious (19/20, 38-46 power, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Psionic Weapon Damage 38.0 - 45.6 Physical Uses 50% Wil, 148% Cun Mastery Sling Practice Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On-ranged-hit +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Spider's Fangs (20/20, 22-26 power, 8 apr)3.0 Encumbrance T4 shot ammo [Unique] Nature/Steamtech Weapon Damage 22.0 - 26.4 Nature Uses 40% Wil, 148% Cun Mastery Sling Practice Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Capacity 20 On Critical: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
Blightstopper (18 def, 12 armour, 240 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Unique] Nature/Disrupt Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ When Hit 15 nature defense ------ Armor +12 Defense +18 (+3 eff.) Ranged Defense +12 (+2 eff.) Fatigue +22% Resistance +35% blight +15% nature Spell save +24 (+3 eff.) Disease Resist +60% other ------- Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 5 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 24 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
The Black Wall (12 def, 9 armour, 200 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 ------ When Hit 10 darkness defense ------ Armor +9 Defense +12 (+2 eff.) Ranged Defense +15 (+2 eff.) Fatigue +28% other ------- Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield Shadow Power +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
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 (+3 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+2 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. |
Black Robe (6 def, 0 armour)2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Physical Power +10 (+2 eff.) Spellpower +30 (+5 eff.) defense ------ Defense +6 (+1 eff.) Resistance +15% all Spell save +25 (+3 eff.) Blind Resist +50% other ------- See Invisibility +10 On Spell Hit: 5% Blood Grasp level 3 On Spell Hit: 5% Soul Rot level 3 A silk robe, darker than the darkest night sky, it radiates power. |
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 (+5 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! |
Warping Vest (30 def, 0 armour)9.0 Encumbrance T4 light armor [Unique] Arcane While equipped: defense ------ Defense +30 (+5 eff.) Resistance +25% temporal Max Resistance +10% temporal Pinning Resist +20% other ------- Masteries +0.20 Spell/Conveyance +0.20 Spell/Distortion +0.20 Chronomancy/Spacetime Folding +0.20 Chronomancy/Spacetime Weaving Scatter: Effective talent level: 7.2 Power cost 40 out of 50/50. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Randomly teleports all targets within a radius of 9 around you, including yourself. Everyone will be teleported between 9 and 18 tiles from their current location. You will go out of phase (99) for 4 turns. The duration can Spell crit. Requires your Spellpower to beat the target's Spell Save. This vest doesn't seem to stay still. It moves about all over the place, yet doesn't move at all. |
Breath of Eyal (10 def, 10 armour)9.0 Encumbrance T5 light armor [Unique] Nature/Disrupt While equipped: offense ------ Mindpower +10 (+1 eff.) defense ------ Armor +10 Defense +10 (+2 eff.) Fatigue +20% Resistance +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell save +20 (+3 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
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% fire +20% cold +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. |
Monolith Armour (40 def, 50 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag offense ------ Spellpower +25 (+4 eff.) defense ------ Armor +50 Defense +40 (+7 eff.) Fatigue +70% Resistance +10% all Physical save +35 (+6 eff.) Spell save +35 (+4 eff.) Life +270.00 Life Regen +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
The Black Plate (25 def, 35 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con offense ------ Physical Power +30 (+5 eff.) defense ------ Armor +35 Defense +25 (+4 eff.) Fatigue +15% Resistance +15% acid +20% darkness +15% blight +25% fire +20% cold Physical save +15 (+3 eff.) Spell save +25 (+3 eff.) Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Oppression +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat Shadow Power +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" This item has been sent to the Item's Vault. |
Girdle of Preservation1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+3 eff.) Spell save +15 (+2 eff.) Mind save +15 (+4 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
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 (+2 eff.) Has a 50% chance each turn to slash an adjacent enemy for 283 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. |
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 (+2 eff.) Resistance +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 645.21 cold damage and condensing the air into freezing vapors that deal 215.07 cold damage (based on Magic) each turn for 10 turns. Uses 30 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. |
Jetpack (10 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun offense ------ Physical Power +5 (+1 eff.) Move Speed +10% defense ------ Defense +10 (+2 eff.) Physical save +10 (+2 eff.) other ------- Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
Threads of Fate (10 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck offense ------ Spellpower +8 (+1 eff.) Damage +10% temporal defense ------ Defense +10 (+2 eff.) Resistance +20% temporal Max Resistance +10% temporal Physical save +20 (+3 eff.) Spell save +20 (+3 eff.) Mind save +20 (+6 eff.) Confus Resist +40% other ------- Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Effective talent level: 3.2 Power cost 50 out of 50/50. Range melee/personal Cooldown: 50 Travel.spd instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 5 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
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 70% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
The Black Boots (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." This item has been sent to the Item's Vault. |
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 (+1 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. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 19.0 - 20.9 Physical Uses 96% Wil, 96% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Clinch level 3 On Hit: 10% Maim level 3 On Hit: 10% Take Down level 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Alchemical Gloves (10 def, 0 armour)1.0 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +10 Cun offense ------ Physical Crit +10.0% Spell Crit +10% Damage +30% acid +30% nature defense ------ Defense +10 (+2 eff.) Resistance +30% acid +30% nature Poison Resist +50% other ------- Masteries +0.20 Cunning/Poisons +0.20 Spell/Poison alchemy +0.20 Spell/Acid alchemy Unarmed combat: Weapon Damage 26.0 - 28.6 Physical Uses 96% Wil, 96% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +5.0% Attack Speed 100% Damage Conversion 50% acid On Hit: 10% Poisonous Spores level 1 Corrosive Vapour: Effective talent level: 6.5 Power cost 50 out of 50/50. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 85.71 acid damage in a radius of 3 each turn for 8 turns. The damage will increase with your Spellpower. A professional alchemist needs professional protection. These gloves are the best you could buy. |
Frostfire Gauntlets (0 def, 3 armour)1.5 Encumbrance T2 hands armor [Unique] Arcane While equipped: offense ------ Spellpower/crit +5 Damage +10% fire +10% cold defense ------ Armor +3 Resistance +10% fire +10% cold Unarmed combat: Weapon Damage 21.0 - 29.4 Fire Uses 96% Wil, 96% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +3.0% Attack Speed 83% Damage Conversion 50% cold On Hit: 5% Freeze level 2 On Hit: 5% Flame level 2 Cold Flames: Effective talent level: 3.5 Power cost 20 out of 30/30. Range 5 Cooldown: 22 Travel.spd instantaneous Is: a spell Description: Cold Flames slowly spread from 8 spots in a radius of 3 around the targeted location. The flames deal 117.20 cold damage, and have a chance of freezing. Damage improves with your Spellpower. On the left gauntlet is a large sapphire, on the right is a large ruby. Cunningly designed magic has allowed two opposing elements to work in unison. |
Eastern Wood Hat (15 def, 0 armour)2.0 Encumbrance T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex offense ------ Physical Crit +10.0% Steam Crit +15% Damage +10% physical Ignore resists +15% physical Accuracy +40 (+7 eff.) Ignore Armor +15 defense ------ Defense +15 (+2 eff.) Blind Resist +100% other ------- Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Brass Goggles (10 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +5 (+1 eff.) Accuracy +20 (+4 eff.) Ignore Armor +15 defense ------ Defense +10 (+2 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Steamcatcher (12 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun offense ------ Steam Crit +5% Steampower +15 (+3 eff.) Damage +10% physical defense ------ Defense +12 (+2 eff.) Resistance +15% fire other ------- Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
Astral Uplink (5 def, 0 armour)2.0 Encumbrance T5 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Mag offense ------ Ignore resists +10% arcane +10% light +10% darkness +10% mind defense ------ Defense +5 (+1 eff.) other ------- Mana/turn +2.00 Psi/turn +1.00 Max mana +100.00 Max psi +50.00 Masteries +0.20 Psionic/Projection +0.20 Spell/Power +0.20 Chronomancy/Energy Despite being made of soft otherworldly fabric, this black hat holds a perfect point at the top. Stars twinkle on its surface. |
Crown of the Elements (0 def, 10 armour)2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+2 eff.) Mindpower +15 (+2 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold Damage +25% acid +25% fire +25% cold +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
Omniscience (7 def, 0 armour)1.0 Encumbrance T5 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +9% Mindpower +20 (+3 eff.) Ignore resists +10% mind defense ------ Defense +7 (+1 eff.) Resistance +15% mind Max Resistance +10% mind Mind save +25 (+7 eff.) Confus Resist +40% other ------- Psi-on-crit +6.00 Max psi +50.00 Infravision +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
The Black Crown (0 def, 15 armour)3.0 Encumbrance T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con defense ------ Armor +15 Fatigue +5% Resistance +20% darkness +20% blight other ------- Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds Shadow Power +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning 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. |
3 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. |
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. |
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. |
9 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. |
5 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. |
8 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+1 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+1 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
2 Goedalath Rock0.1 Encumbrance T5 demonic gem [Unique] Arcane While carried: When Hit 34 healing Mind save -18 (-6 eff.) Life Regen -2.00 Healmod -50% Light -2 Item imbue powers: Physical Power +12 (+2 eff.) Spellpower +16 (+3 eff.) Damage +9% all When Hit 34 darkness Healmod +50% Infravision +3 See Invisibility +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. This item has been sent to the Item's Vault. |
Telos's Staff Crystal0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. This item has been sent to the Item's Vault. |
Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. This item has been sent to the Item's Vault. |
Petrified Wood0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
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. |
178 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. |
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 crystal edge0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: offense ------ Critical power +15.00% Deals high light damage and increases critical multiplier. Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! |
Qog's Essentials2.0 Encumbrance T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 30 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
Bladed Rift2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+2 eff.) Mindpower +10 (+1 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 6.5 Power cost 15 out of 25/25. Range 10 Cooldown: 1 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
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 Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 288/400 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. |
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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Q.U.I.C.K.
The final anomaly has been prevented and the timeline is secure.
The Keepers of Reality will take care of any remaining loose ends.
You have done all they could have hoped, and more.
You may continue playing and enjoy the rest of time.
Achievements
A Frayed Knot (Madness (Adventure) difficulty)
Defeated the sorcerers and stopped the final anomaly.By Creepy Tentacles the Yeek Adventurer level 100
63rd Quantumnal 1337th year of Ascendancy at 11:23 see stats
Against all odds (Madness (Adventure) difficulty)
Killed Ukruk in the ambush.By Creepy Tentacles the Yeek Adventurer level 50
52nd Quantumnal 1337th year of Ascendancy at 17:20 see stats
Atamathoned! (Madness (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Creepy Tentacles the Yeek Adventurer level 100
66th Quantumnal 1337th year of Ascendancy at 19:51 see stats
Bringer of Doom (Madness (Adventure) difficulty)
Killed a Bringer of Doom.By Creepy Tentacles the Yeek Adventurer level 100
66th Quantumnal 1337th year of Ascendancy at 19:16 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Creepy Tentacles the Yeek Adventurer level 66
54th Quantumnal 1337th year of Ascendancy at 08:06 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Creepy Tentacles the Yeek Adventurer level 66
54th Quantumnal 1337th year of Ascendancy at 06:38 see stats
Fear of Fours (Madness (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Creepy Tentacles the Yeek Adventurer level 75
56th Quantumnal 1337th year of Ascendancy at 20:32 see stats
Gem of the Moon (Madness (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Creepy Tentacles the Yeek Adventurer level 100
66th Quantumnal 1337th year of Ascendancy at 08:48 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Creepy Tentacles the Yeek Adventurer level 10
43rd Quantumnal 1337th year of Ascendancy at 17:58 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Creepy Tentacles the Yeek Adventurer level 20
47th Quantumnal 1337th year of Ascendancy at 01:14 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Creepy Tentacles the Yeek Adventurer level 30
49th Quantumnal 1337th year of Ascendancy at 00:15 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By Creepy Tentacles the Yeek Adventurer level 40
51st Quantumnal 1337th year of Ascendancy at 03:13 see stats
Level 50 (Madness (Adventure) difficulty)
Got a character to level 50.By Creepy Tentacles the Yeek Adventurer level 50
52nd Quantumnal 1337th year of Ascendancy at 06:24 see stats
Now, this is impressive! (Madness (Adventure) difficulty)
Killed Linaniil, the Supreme Archmage of Angolwen.By Creepy Tentacles the Yeek Adventurer level 100
66th Quantumnal 1337th year of Ascendancy at 11:59 see stats
Overpowered! (Madness (Adventure) difficulty)
Did over 6000 damage in one attack.By Creepy Tentacles the Yeek Adventurer level 80
58th Quantumnal 1337th year of Ascendancy at 08:45 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Creepy Tentacles the Yeek Adventurer level 23
47th Quantumnal 1337th year of Ascendancy at 16:55 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Creepy Tentacles the Yeek Adventurer level 18
46th Quantumnal 1337th year of Ascendancy at 23:39 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By Creepy Tentacles the Yeek Adventurer level 53
53rd Quantumnal 1337th year of Ascendancy at 00:49 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Creepy Tentacles the Yeek Adventurer level 24
47th Quantumnal 1337th year of Ascendancy at 23:36 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Creepy Tentacles the Yeek Adventurer level 11
45th Quantumnal 1337th year of Ascendancy at 17:12 see stats
Vampire crusher (Madness (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Creepy Tentacles the Yeek Adventurer level 46
52nd Quantumnal 1337th year of Ascendancy at 05:48 see stats
Log
--------------------------------
You transfer Plate of the Blackened Mind (15 def, 40 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Fists of the Desert Scorpion (8 def, 4 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
=====================
QUICK Campaign Zones
=====================
Ruins of Kor'Pul
Scintillating Caves: Twisted
Sandworm lair: Big Worms
Old Forest: Crystalline
Dreadfell
Grushnak Pride
Rak'shor Pride
Finale
Challenge: Linaniil
Challenge: Atamathon
Challenge: Shadow Crypt
=====================
QUICK Campaign Perks
=====================
1: Rune: Shatter Afflictions
2: Talents: Track/Heightened Senses
3: Artifact: Bloodcaller
4: Sandqueen Heart: Normal
5: Immunity: Stun
6: Finale: Increased Resistances
7: Rune: Mirror Image
8: Alchemists: Lifebinding Emerald


































































































































































































































