Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Multi-Class Challenge 1.4.2Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.3.0Donators/Buyers bonus! Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. The Crucible 1.3.1As I'm bad at descriptions, heres the in-game description that you'll get whenever you want to forge an item for more information; This process will transplant all egos from the 2 altars on the outside, onto the center item. This process will use Fortress energy. (Ranged weapons of any sort (including ammo) is not recommended, but not disallowed. Use at your own risk.) Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Ashes of Urh'Rok 1.4.0Official 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:
Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.4.4Official 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:
Select your Escorts 1.3.3Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Plenum Tooltip: Enhanced actor tooltip display for ToME v2.5 1.4.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.4.4Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** 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. 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. Extended Auto-use 1.1.5Adds additional options to talent auto-use |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 46 / 92% |
Size | medium |
Lifes / Deaths | Killed by Cyrodalaith the elven cultist at level 24 on the 10th Haze 122nd year of Ascendancy at 21:39 1 / 6Killed by Cyrodalaith the elven cultist at level 24 on the 11st Haze 122nd year of Ascendancy at 01:47 Killed by Adidavena the ink squid at level 30 on the 2nd Decay 122nd year of Ascendancy at 19:46 Killed by Belumina the umbral horror at level 32 on the 6th Decay 122nd year of Ascendancy at 04:08 Killed by Arlneel at level 33 on the 2nd Wintertide 123rd year of Ascendancy at 12:24 Killed by Cyrosewen the sandworm at level 33 on the 1st Allure 123rd year of Ascendancy at 01:10 |
Primary Stats
Strength | 30 (base 12) |
Dexterity | 31 (base 15) |
Constitution | 23 (base 12) |
Magic | 80 (base 60) |
Willpower | 83 (base 60) |
Cunning | 88 (base 60) |
Resources
Mana | 545/545 |
Psi | 173/173 |
Paradox | 300 |
Life | 1023/1023 |
Positive | 184/185 |
Stamina | 360/362 |
Equilibrium | 20 |
Healing Factor | 1.12 |
Regeneration | 29.848 |
Speed
Mental | +52.195730586701% |
Attack | 0% |
Movement | +9.9999999999893% |
Spell | +6.13320267245% |
Global | +100% |
Vision
Sight | 10 |
Lite | -1001 |
Infravision | 23 |
See Invisible | 8 |
Stealth | 69.002737630879 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 116 |
Accuracy | 67 |
Crit Chance | 104% |
APR | 53 |
Speed | 0.66 |
Offense: Offhand
Damage | 87 |
Accuracy | 67 |
Crit Chance | 104% |
APR | 53 |
Speed | 0.59 |
Offense: Spell
Spellpower | 72 |
Crit Chance | 59% |
Speed | 0.94221221523505 |
Cooldown Reduction | 36.666666666667 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Defense: Base
Armour (hardiness) | 49 (30%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 0 |
Physical Save | 45 |
Spell Save | 57 |
Mental Save | 62 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Silence Resistance | 91% |
Bleed Resistance | 60% |
Confusion Resistance | 43% |
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 60% |
Disarm Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 13% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 796% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.5 steam per turn. Can be activated for an instant burst of 72 steam. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 4/5 |
Steamtech / Butchery | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Speed Control | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Meta | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Celestial / Light | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Arcane Feed |
talent | Tempest of Metal |
talent | Arcane Combat |
talent | Shadow Combat |
talent | Stealth |
talent | Quicken Spells |
talent | Arcane Shield |
talent | Momentum |
talent | Precision |
talent | Spellcraft |
talent | Crystalline Focus |
talent | Overheat Saws |
talent | Elemental Harmony |
talent | Shadow Feed |
talent | Shielding |
talent | Beyond the Flesh |
beneficial effect | The target's spellpower has been increased by 33. Spellsurge |
beneficial effect | The target is surrounded by a magical shield, absorbing 1914/1914 damage before it crumbles. Damage Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Dreadfell. Escort: lost tinker (level 1 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the lost tinker from death by Voromina the elder vampire. Escort: lost tinker (level 2 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You failed to protect the lost tinker from death by Layuta the armoured skeleton warrior. Escort: lost tinker (level 3 of Dreadfell) | failed |
You failed to protect the lost tinker from death by Mayyra the skeleton archer. Escort: lost tinker (level 5 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 have explored the Maze and vanquished the Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 540. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Xanymira the elven-wood magestaff (138% power, 5 apr, physical element) =nice= Xanymira the elven-wood magestaff (138% power, 5 apr, physical element) =nice=Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 138% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Changes resistances penetration: +25% physical Changes damage: +9% arcane / +25% physical Talent granted: +1 Command Staff Critical mult.: +24.00% Mana each turn: +5.00 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Talent on hit(spell): Lightning (25% chance level 5). Staves designed for wielders of magic, by the greats of the art. |
On hands | (Crucible Item) Arcquick the dwarven-steel gauntlets (0 def, 6 armour) (Crucible Item) Arcquick the dwarven-steel gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +15.0% Physical power: +6 (+2 eff.) Armour: +6 Changes stats: +2 Cun / +1 Wil Changes resistances: +7% darkness Changes resistances penetration: +5% mind Talent granted: +5 Iron Grip Critical mult.: +37.00% Physical save: +6 (+2 eff.) Mental save: +17 (+5 eff.) Disarm immunity: +125% Life regen: +7.00 Stamina each turn: +2.10 Psi each turn: +0.23 Maximum life: +61.00 Maximum stamina: +14.00 Spell crit. chance: +11% Mental crit. chance: +11% Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +20% darkness Light radius: -3 Infravision radius: +14 See invisible: +8 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 24 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | Umbramortal the cashmere wizard hat (2 def, 0 armour) Umbramortal the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 darkness Changes stats: +1 Mag / +1 Con Changes resistances: +18% blight / +6% darkness Changes damage: +10% arcane / +12% blight Silence immunity: +50% Equilibrium when hit: +1.10 Psi when hit: +0.90 Hate when hit: +0.90 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 5.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
On feet | Skyprophet (0 def, 5 armour) Skyprophet (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 4 arcane Changes resistances: +15% fire / +5% arcane / +14% cold Changes resistances penetration: +5% arcane / +15% lightning Changes damage: +6% lightning Talent granted: +5 Rocket Boots Silence immunity: +41% Confusion immunity: +43% Stun/Freeze immunity: +50% Stamina each turn: +1.00 Maximum stamina: +35.00 A pair of boots made of leather. |
Tool | Silenne (dig speed 11 turns) Silenne (dig speed 11 turns)Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +2 (+0 eff.) Changes stats: +3 Str / +3 Mag Changes resistances penetration: +10% physical Changes damage: +7% mind / +8% fire Reduces incoming crit damage: 5.00% Maximum encumbrance: +30 Mental save: +8 (+2 eff.) Equilibrium when hit: +0.04 Maximum mana: +28.00 Spell crit. chance: +7% Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | (Crucible Item) steel ring 'Obsidianwitch' (Crucible Item) steel ring 'Obsidianwitch'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes stats: +2 Cun / +2 Mag Changes resistances: +13% lightning / +22% fire / +6% darkness Changes damage: +11% fire Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Stun/Freeze immunity: +40% Life regen: +2.30 Stamina each turn: +0.70 Mana each turn: +0.17 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +24.00 Maximum stamina: +13.00 Infravision radius: +1 It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. Rings can have magical properties. |
On fingers | voratun ring 'Harothel' voratun ring 'Harothel'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Armour: +18 Damage when hit (Melee): 12 blight Changes stats: +9 Str Changes resistances: +34% fire Changes damage: +7% all / +17% fire Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Mana when firing critical spell: +3.00 Spellpower: +10 (+3 eff.) Mindpower: +17 (+5 eff.) Light radius: +2 Rings can have magical properties. |
Around neck | (Crucible Item) Nereta (Crucible Item) NeretaPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +6 Physical crit. chance: +6.0% Armour: +4 Fatigue: -9% Damage (Melee): 5 blight Changes stats: +6 Dex / +4 Wil / +12 Cun / +5 Con Changes resistances: +15% acid / +3% fire / +6% nature / +6% blight Changes resistances penetration: +5% acid Changes damage: +4% blight Talent mastery: +0.36 Cursed / Advanced shadowmancy Critical mult.: +20.00% Spell save: +3 (+1 eff.) Mental save: +17 (+5 eff.) Life regen: +9.10 Stamina each turn: +2.90 Maximum life: +45.00 Maximum stamina: +13.00 Movement speed: +10% Healing mod.: +12% Amulets can have magical properties. |
In main hand | Drydunathel (146% power, 39 apr) Drydunathel (146% power, 39 apr)Requires: - Strength 35 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Power: 146% Range: 1.5x Uses stat: 100% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +39 Physical crit. chance: +24.0% Attack speed: 100% Block value: +60 On weapon hit: * Slows global speed by 40% * 10% chance to cause random gloom On weapon crit: * cripple the target Damage (Melee): +14 mind Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Changes stats: +2 Str / +1 Wil / +3 Cun Changes resistances: +3% blight / +6% fire Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | Issedor the hardened leather belt Issedor the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Fatigue: -24% Changes stats: +4 Dex / +3 Wil / +5 Cun / +7 Lck Changes resistances: +8% blight Critical mult.: +8.00% Trap disarming bonus: +14 Stealth bonus: +9 Maximum encumbrance: +80 Infravision radius: +5 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | stralite steamsaw 'Gluth' (144% power, 39 apr) stralite steamsaw 'Gluth' (144% power, 39 apr)Requires: - Strength 35 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Power: 144% Range: 1.5x Uses stat: 100% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +39 Physical crit. chance: +24.0% Attack speed: 111% Block value: +64 On weapon hit: * 20% chance to cause random gloom * 7% chance to daze On weapon crit: * cripple the target Attacks use: 1.0 Steam When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +7.0% Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Changes stats: +1 Str / +5 Dex / +2 Mag / +4 Wil / +2 Cun / +2 Con Changes resistances penetration: +7% lightning / +15% blight Changes damage: +3% mind Talent granted: +2 Block Spellpower on spell critical (stacks up to 3 times): +2 Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | Deloblek the Glittervault (2 def, 0 armour) Deloblek the Glittervault (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 darkness / 16 light Changes stats: +3 Str / +7 Mag / +6 Wil / +2 Con Changes resistances: +30% lightning Changes damage: +6% light Spell save: +8 (+2 eff.) Stun/Freeze immunity: +50% Maximum mana: +48.00 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Nerumina (0 def, 0 armour) Nerumina (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Fatigue: -2% Changes stats: +0 Str / +1 Dex / +5 Mag / +4 Wil / +0 Cun / +1 Con Changes resistances: +12% physical / +12% mind / +12% darkness Changes damage: +12% physical Reduces incoming crit damage: 5.00% Physical save: +12 (+4 eff.) Spell save: +11 (+3 eff.) Mental save: +22 (+6 eff.) Poison immunity: +60% Disease immunity: +60% Cut immunity: +60% Life regen: +8.00 Mana each turn: +0.13 Psi each turn: +0.16 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the sneak (efficiency 219% / cooldown 56%) medical injector implant of the sneak (efficiency 219% / cooldown 56%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 219% efficiency and cooldown mod of 56%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 221% / cooldown 64%) medical injector implant of the sneak (efficiency 221% / cooldown 64%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 221% efficiency and cooldown mod of 64%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 13) steam generator implant of the warrior (steam 13)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.3 steam per turn. Can be activated for an instant burst of 66 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 14) steam generator implant of the warrior (steam 14)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.9 steam per turn. Can be activated for an instant burst of 70 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 14) steam generator implant of the wizard (steam 14)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.7 steam per turn. Can be activated for an instant burst of 68 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the sneak (heal 244) healing infusion of the sneak (heal 244)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 244 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+6 for 10 turns, die at -218) heroism infusion (+6 for 10 turns, die at -218)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 10 turns. While Heroism is active, you will only die when reaching -218 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+10 for 10 turns, die at -535) heroism infusion of the duelist (+10 for 10 turns, die at -535)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 10 turns. While Heroism is active, you will only die when reaching -535 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (539% speed; 7 turns) movement infusion (539% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 539% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (519% speed; 6 turns) movement infusion of the duelist (519% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 519% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (646% speed; 6 turns) movement infusion of the duelist (646% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 646% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (390% speed; 5 turns) movement infusion of the warrior (390% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 390% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (669% speed; 6 turns) movement infusion of the wizard (669% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 669% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 472 over 5 turns) regeneration infusion of the wizard (heal 472 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 472 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 23%; cure mental, physical) wild infusion (resist 23%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 23% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune of the psychic (1341% regen over 10 turns; 67 instant mana) manasurge rune of the psychic (1341% regen over 10 turns; 67 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (94% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1341% for 10 turns and instantly restoring 67 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the psychic (1236% regen over 10 turns; 62 instant mana) manasurge rune of the psychic (1236% regen over 10 turns; 62 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (94% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1236% for 10 turns and instantly restoring 62 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the psychic (1306% regen over 10 turns; 65 instant mana) manasurge rune of the psychic (1306% regen over 10 turns; 65 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (94% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1306% for 10 turns and instantly restoring 65 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the sneak (1651% regen over 10 turns; 83 instant mana) manasurge rune of the sneak (1651% regen over 10 turns; 83 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (94% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1651% for 10 turns and instantly restoring 83 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 519 for 6 turns) shielding rune of the psychic (absorb 519 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 519 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Cyrarinne the Umbrajam =stun 37 fem+04= Cyrarinne the Umbrajam =stun 37 fem+04=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +6 Dex Changes resistances: +21% lightning / +3% darkness / +6% mind Changes damage: +15% darkness Talent mastery: +0.34 Psionic / Finer energy manipulations Stun/Freeze immunity: +37% Amulets can have magical properties. |
Kheledas =cr mu 16 fat 15= Kheledas =cr mu 16 fat 15=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Fatigue: -15% Changes stats: +2 Dex Changes damage: +15% blight / +15% fire Critical mult.: +16.00% Reduces incoming crit damage: 10.00% Physical save: +25 (+8 eff.) Life regen: +7.80 Spellpower: +13 (+4 eff.) Amulets can have magical properties. |
Nightbloom =stam 1.3 com sp 10= Nightbloom =stam 1.3 com sp 10=Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Fatigue: -15% Damage when hit (Melee): 20 blight Changes stats: +6 Dex / +7 Cun / +7 Con Changes resistances: +9% blight Changes damage: +6% blight / +6% physical / +3% darkness Life regen: +3.20 Stamina each turn: +1.30 Movement speed: +10% Combat speed: +10% Amulets can have magical properties. |
Zadunaresta =blind stun 29 27 stam 08= Zadunaresta =blind stun 29 27 stam 08=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +5 Cun / +3 Con Changes resistances: +20% lightning / +3% blight / +11% light / +22% darkness Grants telepathy: Dragon Blindness immunity: +29% Stun/Freeze immunity: +27% Life regen: +0.70 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
Airbone the voratun ring =blind imm 40= Airbone the voratun ring =blind imm 40=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 8 mind Changes stats: +6 Mag / +14 Wil / +8 Cun Changes resistances: +6% lightning Changes resistances penetration: +5% lightning Changes damage: +3% mind Blindness immunity: +40% Spellpower: +13 (+4 eff.) Mindpower: +11 (+4 eff.) Infravision radius: +5 See stealth: +18 See invisible: +20 Rings can have magical properties. |
Breguldir the steel ring =conf 22 stun 20= Breguldir the steel ring =conf 22 stun 20=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +2 (+1 eff.) Fatigue: -4% Changes resistances: +22% darkness Changes damage: +11% darkness / +3% physical Mental save: +5 (+2 eff.) Confusion immunity: +20% Stun/Freeze immunity: +23% Life regen: +1.70 Rings can have magical properties. |
Gemima the steel ring =stun 22 blind 10= Gemima the steel ring =stun 22 blind 10=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +9% lightning / +22% fire Changes damage: +11% fire Mental save: +9 (+3 eff.) Blindness immunity: +10% Stun/Freeze immunity: +22% Life regen: +1.30 Rings can have magical properties. |
Haligrim the stralite ring Haligrim the stralite ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +6 (+2 eff.) Fatigue: -14% Changes stats: +2 Dex / +8 Wil / +6 Cun Changes damage: +9% arcane Maximum encumbrance: +70 Maximum stamina: +10.00 Mindpower: +11 (+4 eff.) Rings can have magical properties. |
Ragemanik the gold ring =sil 30 enc 23= Ragemanik the gold ring =sil 30 enc 23=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+3 eff.) Fatigue: -6% Changes stats: +6 Str / +2 Dex / +6 Con Changes resistances penetration: +5% temporal Changes damage: +3% temporal Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 10.00% Maximum encumbrance: +23 Silence immunity: +30% Mana each turn: +0.12 Rings can have magical properties. |
Rhekalthotar =conf 40 stun 20 statts= Rhekalthotar =conf 40 stun 20 statts=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +7 Str / +5 Mag / +5 Wil / +8 Con Changes resistances: +9% mind Mental save: +10 (+3 eff.) Disarm immunity: +15% Confusion immunity: +40% Pinning immunity: +5% Stun/Freeze immunity: +20% Spellpower: +10 (+3 eff.) Rings can have magical properties. |
Tulokalthokan the steel ring =conf 24 cr mu 10= Tulokalthokan the steel ring =conf 24 cr mu 10=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag / +4 Wil / +3 Cun Critical mult.: +10.00% Mental save: +14 (+4 eff.) Confusion immunity: +24% Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +2.00 Spellpower: +6 (+2 eff.) Rings can have magical properties. |
Unranarirain the Sunpain =sil 31= Unranarirain the Sunpain =sil 31=Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +8 Con Changes resistances penetration: +5% light Changes damage: +12% light / +3% arcane Physical save: +16 (+5 eff.) Silence immunity: +31% Mana each turn: +0.13 Light radius: +3 Rings can have magical properties. |
mule's copper ring of clarity =conf 22 enc 20= mule's copper ring of clarity =conf 22 enc 20=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Mental save: +6 (+2 eff.) Confusion immunity: +22% Rings can have magical properties. |
warrior's steel ring of perseverance =stun 23= warrior's steel ring of perseverance =stun 23=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Stun/Freeze immunity: +23% Life regen: +0.80 Rings can have magical properties. |
Olugrim the voratun greatmaul (183% power, 6 apr) Olugrim the voratun greatmaul (183% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 184% Range: 1.5x Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +19 acid When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +17 Changes stats: +9 Str Changes resistances penetration: +22% physical Changes damage: +34% physical Stamina when hit: +2.00 Healing mod.: +10% Massive two-handed mauls. |
Daywend the voratun greatsword (195% power, 4 apr) Daywend the voratun greatsword (195% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 195% Range: 1.6x Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to blind Burst (radius 2) on crit: +33 ice When wielded/worn: Armour penetration: +17 Physical crit. chance: +21.0% Armour: +19 Damage when hit (Melee): 8 light Changes resistances: +6% light Changes resistances penetration: +21% cold Critical mult.: +24.00% Spell save: +15 (+4 eff.) Teleport immunity: +10% Massive two-handed swords. |
Sawrd (144% power, 19 apr) Sawrd (144% power, 19 apr)Requires: - Strength 35 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 145% Range: 1.6x Uses stat: 120% Wil Damage type: Physical bleed Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * shock your foe dealing 32 damage and draining some of their resources Multiple attacks: +3 When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Cun Talent mastery: +0.20 Technique / Two-handed assault A brutal weapon of countless blades. |
Erelolin ErelolinRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +7 lightning Burst (radius 2) on crit: +6 physical When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +1 Physical crit. chance: +14.0% Physical power: +2 (+1 eff.) Changes resistances penetration: +21% physical Changes damage: +21% lightning / +31% physical Longbows are used to shoot arrows at your foes. |
reinforced leather sling 'Forestdeath' reinforced leather sling 'Forestdeath'Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Con Changes resistances: +12% nature Changes resistances penetration: +35% physical Changes damage: +50% physical Talents cooldown: Multishot (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
Cystdeath (138% power, 5 apr, temporal element) Cystdeath (138% power, 5 apr, temporal element)Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 138% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +8 nature When wielded/worn: Physical crit. chance: +33.0% Changes resistances: +6% lightning / +3% fire / +5% arcane Changes damage: +6% nature / +25% temporal Talent granted: +1 Command Staff Critical mult.: +50.00% Spell save: +20 (+5 eff.) Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Kindlebright the dragonbone magestaff (144% power, 6 apr, darkness element) Kindlebright the dragonbone magestaff (144% power, 6 apr, darkness element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 145% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +34.0% Physical power: +12 (+3 eff.) Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes resistances: +3% cold / +9% darkness / +9% fire Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +46.00% Mental save: +12 (+3 eff.) Spellpower: +25 (+7 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
Puretorrent the dragonbone magestaff (144% power, 6 apr, fire element) Puretorrent the dragonbone magestaff (144% power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 145% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 acid / +4 nature Burst (radius 1) on hit: +12 nature When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Effects on melee hit: * Slows global speed by 30% Damage (Melee): 23 fire Damage when hit (Melee): 8 acid Maximum wards: +3 fire Changes resistances penetration: +15% fire Changes damage: +6% acid / +30% fire / +6% nature Talents granted: +4 Ward +1 Command Staff Critical mult.: +40.00% Spellpower: +23 (+6 eff.) Spell crit. chance: +5% See invisible: +17 Staves designed for wielders of magic, by the greats of the art. |
Radiancevice (138% power, 5 apr, lightning element) Radiancevice (138% power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 138% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Damage (Melee): +4 blight When wielded/worn: Physical crit. chance: +13.0% Changes resistances penetration: +5% light Changes damage: +25% lightning Talent granted: +1 Command Staff Critical mult.: +16.00% Mana each turn: +0.20 Mana when firing critical spell: +3.00 Maximum mana: +63.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +16% Staves designed for wielders of magic, by the greats of the art. |
Manarach the voratun steamsaw (157% power, 25 apr) Manarach the voratun steamsaw (157% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 157% Range: 1.5x Uses stat: 100% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +100 On weapon crit: * cripple the target Damage (Melee): +16 mind Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +10 Physical crit. chance: +11.0% Armour: +6 Defense: +10 (+5 eff.) Fatigue: +12% Changes resistances penetration: +5% blight / +13% physical Changes damage: +9% physical Talent granted: +3 Block Critical mult.: +25.00% Mana each turn: +0.04 Damage Shield penetration: +30% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Duskknave (171% power, 11 apr) Duskknave (171% power, 11 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 171% Range: 1.4x Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +11 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +23 Physical crit. chance: +23.0% Damage when hit (Melee): 8 physical Changes damage: +15% darkness Critical mult.: +33.00% One-handed war axes. |
Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 300, based on Magic) for 10 turns, costing 12 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
drakeskin leather belt 'Stokebutcher' drakeskin leather belt 'Stokebutcher'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +5 Mag / +5 Wil Changes resistances: +9% lightning / +12% temporal Changes resistances penetration: +19% physical Changes damage: +12% physical Mental save: +16 (+4 eff.) Equilibrium when hit: +0.16 Spell crit. chance: +5% Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
Destala's Scales (10 def, 0 armour) Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 12 power out of 20/20) : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Khelarak the Lustrepierce (5 def, 0 armour) Khelarak the Lustrepierce (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 acid Changes stats: +8 Con Changes resistances: +21% lightning / +3% acid / +23% darkness / +25% mind Changes resistances penetration: +10% acid Changes damage: +14% lightning / +15% nature / +9% light Physical save: +20 (+6 eff.) Spell save: +15 (+4 eff.) Mental save: +34 (+9 eff.) Poison immunity: +50% Disease immunity: +50% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of Angolwen (3 def, 0 armour) silk robe of Angolwen (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +5 Mag / +4 Wil Silence immunity: +36% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +9 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 6% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (118 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (199 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 11 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 19 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Chamelach the pair of dwarven-steel boots (5 def, 4 armour) =tele 34= Chamelach the pair of dwarven-steel boots (5 def, 4 armour) =tele 34=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+3 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% Changes resistances: +30% darkness / +31% temporal Changes resistances penetration: +24% darkness / +24% temporal Mental save: +25 (+7 eff.) Equilibrium when hit: +0.08 Mindpower: +12 (+4 eff.) Defense after a teleport: +35 Resist all after a teleport: +26% New effects duration reduction after a teleport: +34% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dagasahek the Sparkravager (5 def, 10 armour) Dagasahek the Sparkravager (5 def, 10 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +5 (+3 eff.) Ranged Defense: +7 (+4 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to daze Changes stats: +3 Dex / +1 Wil Changes damage: +6% lightning Silence immunity: +30% Confusion immunity: +32% Stun/Freeze immunity: +34% Infravision radius: +3 A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 64% (based on Cunning), costing 29 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. |
Tempestsweeper the pair of dwarven-steel boots (0 def, 4 armour) =cd 10= Tempestsweeper the pair of dwarven-steel boots (0 def, 4 armour) =cd 10=Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag / +3 Wil / +3 Con Changes resistances: +12% lightning Changes resistances penetration: +7% physical Changes damage: +6% lightning / +12% fire Spell save: +3 (+1 eff.) Lowers spell cool-downs by: 10% Mindpower: +5 (+2 eff.) Movement speed: +20% It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 11 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
eldritch pair of voratun boots of void walking (0 def, 5 armour) =tele 25= eldritch pair of voratun boots of void walking (0 def, 5 armour) =tele 25=Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +5 Mag / +2 Wil Changes resistances: +22% darkness / +16% temporal Changes resistances penetration: +16% darkness / +14% temporal Mana each turn: +0.32 Maximum mana: +38.00 Spell crit. chance: +3% Defense after a teleport: +21 Resist all after a teleport: +17% New effects duration reduction after a teleport: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Olaharadar' (0 def, 3 armour) pair of hardened leather boots 'Olaharadar' (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str / +8 Dex / +3 Cun / +9 Lck Stealth bonus: +6 Silence immunity: +34% Confusion immunity: +29% Stun/Freeze immunity: +32% Stamina each turn: +0.40 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. A pair of boots made of leather. |
Airsquall the drakeskin leather gloves (0 def, 3 armour) =track gloom= Airsquall the drakeskin leather gloves (0 def, 3 armour) =track gloom=Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +3 Effects on melee hit: * 20% chance to cause random gloom * 30% chance to daze Damage (Melee): 34 darkness / 33 mind Changes stats: +5 Cun / +5 Mag Changes resistances: +13% darkness / +9% nature Changes damage: +10% arcane Mental save: -8 (-2 eff.) Mindpower: +9 (+3 eff.) Infravision radius: +3 It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Beythel the Dawnfist (0 def, 3 armour) Beythel the Dawnfist (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage when hit (Melee): 4 arcane Changes stats: +4 Str / +4 Dex / +4 Cun / +5 Con Changes resistances penetration: +15% light Talent cooldown: Double Strike (-1 turn) Physical save: +36 (+12 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Cut immunity: +15% Disarm immunity: +44% Life regen: +3.30 Stamina each turn: +1.60 Maximum stamina: +24.00 Light radius: +3 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dairegas the hardened leather gloves (0 def, 2 armour) =tele 25= Dairegas the hardened leather gloves (0 def, 2 armour) =tele 25=Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +2 Damage (Melee): 7 lightning Damage when hit (Melee): 4 blight Changes stats: +3 Dex Changes resistances: +7% lightning Changes damage: +6% lightning Physical save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +27% Spellpower: +4 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% 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. |
Galeoath the voratun gauntlets (0 def, 3 armour) Galeoath the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +3 Damage (Melee): 12 lightning Changes stats: +5 Str Changes resistances: +7% lightning Changes damage: +9% lightning Mental save: +25 (+7 eff.) Poison immunity: +20% Silence immunity: +10% Pinning immunity: +5% Life regen: +3.20 Stamina each turn: +1.60 Maximum stamina: +37.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Xewyn (0 def, 3 armour) =disp stam 1.5= Xewyn (0 def, 3 armour) =disp stam 1.5=Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 14 arcane / 14 temporal Damage (Ranged): 10 temporal Damage when hit (Melee): 16 arcane Changes stats: +8 Mag / +9 Wil Changes resistances: +12% arcane / +15% temporal Changes resistances penetration: +10% mind Changes damage: +9% arcane / +11% temporal Disarm immunity: +0% Life regen: +2.70 Stamina each turn: +1.50 Maximum stamina: +37.00 It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Chadunasta (3 def, 0 armour) Chadunasta (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Defense: +3 (+2 eff.) Changes stats: +6 Cun / +13 Wil Changes resistances: +6% mind Changes damage: +9% physical Physical save: +11 (+3 eff.) Mental save: +9 (+3 eff.) Teleport immunity: +5% Life regen: +4.10 Stamina each turn: +0.20 Mindpower: +5 (+2 eff.) Damage Shield Power: +12% A pointy cloth hat, very wizardly... |
Cystbraze (0 def, 3 armour) =4 mana on crit= Cystbraze (0 def, 3 armour) =4 mana on crit=Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str / +4 Dex Changes resistances: +8% fire / +8% cold Changes damage: +6% nature Mana when firing critical spell: +4.00 Spell crit. chance: +3% A cap made of leather. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 Sight radius: +0 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 21 power out of 35/35) : Effective talent level: 2.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
mindcaging hardened leather hat (0 def, 3 armour) =conf 32= mindcaging hardened leather hat (0 def, 3 armour) =conf 32=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +15% mind Mental save: +18 (+5 eff.) Confusion immunity: +32% A hat made of leather. Very stylish. |
Jetjam the drakeskin leather armour (5 def, 8 armour) =15 speed= Jetjam the drakeskin leather armour (5 def, 8 armour) =15 speed=Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 17 physical Changes stats: +7 Str / +1 Dex / +1 Wil / +1 Cun / +3 Con Changes resistances: +14% darkness / +12% physical Changes damage: +12% darkness Light radius: +2 See invisible: +3 Combat speed: +15% Casting speed: +15% Mental speed: +15% It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Kilnquench (5 def, 8 armour) =stam 1.8= Kilnquench (5 def, 8 armour) =stam 1.8=Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 acid / 8 fire / 10 cold / 9 lightning Changes resistances: +10% acid / +3% temporal / +9% light / +37% cold / +11% fire / +11% lightning Spell save: +20 (+5 eff.) Life regen: +3.60 Stamina each turn: +1.80 A suit of armour made of leather. |
Zatar (5 def, 8 armour) =tele 25= Zatar (5 def, 8 armour) =tele 25=Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 11 acid / 9 fire / 6 cold / 10 lightning Changes stats: +7 Str / +6 Dex / +11 Mag / +6 Wil / +9 Cun Changes resistances: +10% acid / +38% fire / +11% lightning / +10% cold Changes damage: +6% blight Defense after a teleport: +15 Resist all after a teleport: +10% New effects duration reduction after a teleport: +25% A suit of armour made of leather. |
drakeskin leather armour of the void (5 def, 8 armour) =tele 25= drakeskin leather armour of the void (5 def, 8 armour) =tele 25=Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Fatigue: +8% Damage (Melee): 10 darkness Damage (Ranged): 8 darkness Changes resistances: +20% darkness / +15% temporal Defense after a teleport: +18 Resist all after a teleport: +17% New effects duration reduction after a teleport: +25% It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 15 turns. A suit of armour made of leather. |
drakeskin leather armour of the wind (13 def, 8 armour) drakeskin leather armour of the wind (13 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +5.0% Armour: +8 Defense: +13 (+7 eff.) Fatigue: +8% Stamina each turn: +1.00 Chance to avoid any damage: +9% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 44% of your stamina. A suit of armour made of leather. |
hardened leather armour 'Lightroar' (7 def, 6 armour) =15 speed= hardened leather armour 'Lightroar' (7 def, 6 armour) =15 speed=Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +6 Defense: +7 (+4 eff.) Fatigue: +8% Changes stats: +5 Str / +6 Dex Changes resistances: +12% light / +13% darkness Changes resistances penetration: +10% light / +5% physical Physical save: +17 (+5 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
prismatic drakeskin leather armour of alacrity (5 def, 8 armour) =15 speed= prismatic drakeskin leather armour of alacrity (5 def, 8 armour) =15 speed=Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Fatigue: +8% Changes resistances: +15% light / +13% darkness Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Lightningrain' (dig speed 7 turns) dwarven-steel pickaxe 'Lightningrain' (dig speed 7 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +3 Defense: +6 (+3 eff.) Changes stats: +3 Cun / +2 Str Changes resistances: +6% mind / +7% physical Changes resistances penetration: +10% lightning Changes damage: +6% lightning Maximum life: +23.00 Maximum stamina: +18.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Duathelraven DuathelravenPowered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes stats: +5 Mag Changes resistances: +12% temporal Changes resistances penetration: +5% darkness Changes damage: +9% temporal Mental save: +7 (+2 eff.) Blindness immunity: +30% Confusion immunity: +19% Spellpower: +8 (+2 eff.) Mindpower: +9 (+3 eff.) Mental crit. chance: +6% Light radius: +10 See stealth: +9 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern 'Velurin' dwarven lantern 'Velurin'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Changes stats: +6 Wil Changes resistances: +3% mind Changes resistances penetration: +13% all Critical mult.: +17.00% Maximum encumbrance: +20 Physical save: +15 (+5 eff.) Spell save: +25 (+7 eff.) Knockback immunity: +10% Light radius: +6 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 118 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
good focus lens good focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +6 Sight radius: +1 See stealth: +10 See invisible: +10 Tinkers can be attached to normal items to improve them with steam power! |
iron crystal plating iron crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Tinkers can be attached to normal items to improve them with steam power! |
Rheharayon the dragonbone totem of cure ailments [power 4] (6 cooldown) Rheharayon the dragonbone totem of cure ailments [power 4] (6 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes resistances: +6% blight Changes resistances penetration: +15% blight Changes damage: +12% acid Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to remove up to 4 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 6 turns. When used: 200% chance to regenerate 12 equilibrium. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of thorny skin 'Eremudur' [power 100] (20 cooldown) elven-wood totem of thorny skin 'Eremudur' [power 100] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes damage: +12% arcane Talent granted: +3 Rushing Claws Critical mult.: +5.00% Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +20.00 Spellpower: +2 (+1 eff.) Spell crit. chance: +2% It can be used to harden the skin for 7 turns increasing armour by 100 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 16 stamina. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
supercharged yew wand of clairvoyance [power 13] (5 cooldown) supercharged yew wand of clairvoyance [power 13] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you, dispelling darkness (radius 13, power 80 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Arlneel the Cornac Adventurer level 5
9th Mirth 122nd year of Ascendancy at 09:03 see stats
By Arlneel the Cornac Adventurer level 32
6th Decay 122nd year of Ascendancy at 22:19 see stats
By Arlneel the Cornac Adventurer level 37
39th Regrowth 123rd year of Ascendancy at 17:15 see stats
By Arlneel the Cornac Adventurer level 34
5th Regrowth 123rd year of Ascendancy at 10:51 see stats
By Arlneel the Cornac Adventurer level 38
41st Regrowth 123rd year of Ascendancy at 00:56 see stats
By Arlneel the Cornac Adventurer level 22
67th Dusk 122nd year of Ascendancy at 21:36 see stats
By Arlneel the Cornac Adventurer level 32
6th Decay 122nd year of Ascendancy at 22:02 see stats
By Arlneel the Cornac Adventurer level 10
1st Summertide 122nd year of Ascendancy at 20:25 see stats
By Arlneel the Cornac Adventurer level 20
45th Dusk 122nd year of Ascendancy at 03:39 see stats
By Arlneel the Cornac Adventurer level 30
1st Decay 122nd year of Ascendancy at 23:35 see stats
By Arlneel the Cornac Adventurer level 40
52nd Regrowth 123rd year of Ascendancy at 06:27 see stats
By Arlneel the Cornac Adventurer level 25
54th Haze 122nd year of Ascendancy at 00:40 see stats
By Arlneel the Cornac Adventurer level 24
10th Haze 122nd year of Ascendancy at 19:25 see stats
By Arlneel the Cornac Adventurer level 21
66th Dusk 122nd year of Ascendancy at 09:56 see stats
By Arlneel the Cornac Adventurer level 13
20th Dusk 122nd year of Ascendancy at 19:23 see stats
By Arlneel the Cornac Adventurer level 11
8th Flare 122nd year of Ascendancy at 11:28 see stats
By Arlneel the Cornac Adventurer level 22
69th Dusk 122nd year of Ascendancy at 19:07 see stats
By Arlneel the Cornac Adventurer level 13
5th Dusk 122nd year of Ascendancy at 22:55 see stats
Log
You gain 4.00 gold from the transmogrification of schematic: Frost Salve.
You gain 4.50 gold from the transmogrification of schematic: Fiery Salve.
You gain 8.00 gold from the transmogrification of 2 schematic: Armour Reinforcement.
You gain 4.00 gold from the transmogrification of schematic: Air Recycler.
You gain 1.78 gold from the transmogrification of vision rune (radius 13; dur 21; see demon).
You gain 1.79 gold from the transmogrification of shielding rune (absorb 266 for 6 turns).
You gain 2.95 gold from the transmogrification of phase door rune of the sneak (range 20; power 43; dur 5).
You gain 1.45 gold from the transmogrification of biting gale rune (73 cold damage; 21 apply power).
You gain 1.81 gold from the transmogrification of acid wave rune of the psychic (149 acid damage; dur 5; apply 60).
You gain 1.82 gold from the transmogrification of acid wave rune of the duelist (85 acid damage; dur 5; apply 40).
You gain 0.64 gold from the transmogrification of healing infusion (heal 48).
You gain 4.97 gold from the transmogrification of medical injector implant (efficiency 179% / cooldown 74%).
Arlneel deactivates Overheat Saws.
Arlneel deactivates Arcane Shield.
Arlneel deactivates Momentum.
Arlneel deactivates Shadow Combat.
Arlneel is no longer surging arcane power.
Arlneel deactivates Spellcraft.
Arlneel deactivates Arcane Feed.
Arlneel deactivates Beyond the Flesh.
Arlneel deactivates Stealth.
The shield around Arlneel crumbles.
Arlneel deactivates Crystalline Focus.
Arlneel deactivates Elemental Harmony.
Arlneel deactivates Arcane Combat.
Arlneel deactivates Quicken Spells.
Arlneel deactivates Tempest of Metal.
Arlneel deactivates Shadow Feed.
Arlneel deactivates Precision.
Arlneel deactivates Shielding.