Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Mex's Start in Last Hope 1.0.0Changes your starting zone to Last Hope. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Marson'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. Select your Escorts 1.4.8Allows 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. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Items Vault 1.4.8Donators/Buyers bonus! Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Angelus Errare 1.4.6Increases the chance for special farportal events after winning the game. Eases access to the eidolon plane for roguelike winners. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Mindslayer |
Level / Exp | 50 / 1707% |
Size | big |
Lifes / Deaths | Killed by Belerima the dire wolf at level 17 on the 48th Haze 122nd year of Ascendancy at 13:30 / 1 |
Primary Stats
Strength | 138 (base 60) |
Dexterity | 111 (base 33) |
Constitution | 45 (base 15) |
Magic | 34 (base 16) |
Willpower | 87.608164644808 (base 62) |
Cunning | 142.23674090164 (base 60) |
Resources
Life | 1482/1549 |
Equilibrium | 18 |
Stamina | 495/499 |
Psi | 144/146 |
Healing Factor | 1.82 |
Regeneration | 16.289 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.7836465099% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 14 |
Infravision | 15 |
See Stealth | 20 |
See Invisible | 20 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 179 |
Accuracy | 89 |
Crit Chance | 73% |
APR | 147 |
Speed | 1.00 |
Offense: Offhand
Damage | 177 |
Accuracy | 89 |
Crit Chance | 73% |
APR | 143 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 44% |
Speed | 1 |
Offense: Mind
Mindpower | 87 |
Crit Chance | 66% |
Speed | 1 |
Offense: Damage Bonus
All | +15% |
Offense: Damage Penetration
All | +15% |
Defense: Base
Armour (hardiness) | 120 (100%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 61 |
Spell Save | 51 |
Mental Save | 67 |
Defense: Resistances
All | + 17%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Pinning Resistance | 25% |
Knockback Resistance | 66% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 220% efficiency and cooldown mod of 52%. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 799 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 709% 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 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 20 for 9 turns. While Heroism is active, you will only die when reaching -583 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 Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 236% efficiency and cooldown mod of 55%. Its effects scale with your Dexterity stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Psionic / Kinetic mastery | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Psionic / Thermal mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Beyond the Flesh |
talent | Augmentation |
talent | Psiblades |
talent | Skate |
talent | Thermal Shield |
talent | Deflect Projectiles |
talent | Chant of Fortress |
talent | Kinetic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Mayima the great wolf. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You abandoned lost tinker to death. Escort: lost tinker (level 2 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You abandoned lost warrior to death. Escort: lost warrior (level 7 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 670. | 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 arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Blighted Maul (212% power, 22 apr) Blighted Maul (212% power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 213% Range: 1.5x Uses stat: 181% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * flashes light on your target dealing 107 damage * Blasts creatures in a radius 1 shockwave around your target for 332.80 to 998.40 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +55.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 862.40 to 1724.80 physical damage (based on Strength) to each, costing 50 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
On hands | Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +5 Iron Grip Critical mult.: +30.00% Disarm immunity: +150% Steam crit. chance: +10% Gauntlets. But with steam power! |
Light source | Double Penetrator Double PenetratorInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes stats: +2 Str / +3 Dex / +2 Wil / +8 Con Changes resistances: +15% blight / +9% temporal Changes resistances penetration: +5% temporal / +15% all Life regen: +5.10 Maximum life: +80.00 Light radius: +11 Infravision radius: +1 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Eastern Wood Hat (15 def, 0 armour) Eastern Wood Hat (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+5 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Infravision radius: +8 Sight radius: +2 See stealth: +20 See invisible: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Tool | voratun pickaxe 'Duvuleg' (dig speed 6 turns) voratun pickaxe 'Duvuleg' (dig speed 6 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +2 Defense: +2 (+0 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: -8% Changes stats: +7 Str Changes resistances penetration: +43% physical Physical save: +20 (+5 eff.) Spell save: +9 (+3 eff.) Disarm immunity: +5% Pinning immunity: +25% Maximum stamina: +10.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Stormenvy the steel ring Stormenvy the steel ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 5 bleed Changes stats: +5 Mag / +5 Cun / +2 Con Changes resistances penetration: +5% light Changes damage: +9% lightning Spell save: +13 (+4 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +17.00 Maximum hate: +7.00 Spellpower: +9 (+5 eff.) Light radius: +3 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
On fingers | voratun ring 'Ce'Navea' voratun ring 'Ce'Navea'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+6 eff.) Changes stats: +2 Wil / +11 Cun / +2 Con Changes resistances: +6% light / +5% arcane Life regen: +3.60 Maximum life: +171.00 Healing mod.: +52% Rings can have magical properties. |
Around neck | Rainwild RainwildInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +7 Physical crit. chance: +5.0% Changes stats: +2 Dex / +3 Cun Changes resistances: +29% lightning / +30% fire / +30% cold Changes damage: +6% nature Critical mult.: +14.00% Stun/Freeze immunity: +47% Infravision radius: +2 Amulets can have magical properties. |
In main hand | Cuckcrusher 3.0 (113% power, 82 apr, mind damage) =wow this isnt complete as= Cuckcrusher 3.0 (113% power, 82 apr, mind damage) =wow this isnt complete as=Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar is wrathful to the hated. This honing mindstar will focus other psionic mindstars. Power: 113% Range: 1.1x Uses stats: 125% Wil, 57% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +82 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 102 damage When wielded/worn: Physical power: +8 (+1 eff.) Effects on melee hit: * Slows global speed by 45% Changes stats: +21 Cun / +8 Wil Changes resistances: +6% nature / +10% physical Changes resistances penetration: +10% physical Changes damage: +3% temporal / +8% physical Critical mult.: +38.00% Physical save: +13 (+4 eff.) Mental save: +10 (+3 eff.) Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Maximum psi: +33.00 Mindpower: +19 (+3 eff.) Mental crit. chance: +17% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -20% Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Maximum encumbrance: +50 Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | Ivedhenor the Glowwill (112% power, 78 apr, mind damage) Ivedhenor the Glowwill (112% power, 78 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 125% Wil, 57% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +78 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 124 damage Burst (radius 1) on hit: +8 temporal When wielded/worn: Changes stats: +13 Cun Changes resistances: +3% light Changes resistances penetration: +15% temporal Changes damage: +6% mind Critical mult.: +35.00% Physical save: +14 (+4 eff.) Spell save: +18 (+6 eff.) Mental save: +18 (+5 eff.) Equilibrium when hit: +3.70 Mindpower: +19 (+3 eff.) Mental crit. chance: +5% Light radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Windbore the elven-silk cloak (3 def, 0 armour) Windbore the elven-silk cloak (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +46 (+9 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Fatigue: -9% Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Wil Changes resistances: +19% darkness / +30% lightning Changes resistances penetration: +20% darkness Changes damage: +12% darkness / +9% nature Critical mult.: +19.00% Reduces incoming crit damage: 15.00% Stealth bonus: +29 Stun/Freeze immunity: +50% Maximum life: +105.00 Maximum stamina: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Plate of the Blackened Mind (15 def, 60 armour) Plate of the Blackened Mind (15 def, 60 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +60 Defense: +15 (+5 eff.) Fatigue: +18% Effects when hit in melee: * 20% chance to cause random gloom Damage when hit (Melee): 50 physical Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 14 Armour, 20 Defense and your attacks will gain 44% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
medical injector implant of the sneak (efficiency 344% / cooldown 60%) medical injector implant of the sneak (efficiency 344% / cooldown 60%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 344% efficiency and cooldown mod of 60%. 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.. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level. healing infusion (heal 30)healing infusion (heal 30) 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 30 and cleanse 1 wound and poison effect. 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. |
healing infusion of the warrior (heal 466) healing infusion of the warrior (heal 466)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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 466 and cleanse 1 wound and poison effect. 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. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 22%; cure physical)wild infusion (resist 22%; cure physical) 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: 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 physical effect and reduce all damage taken by 22% for 8 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. |
movement infusion of the duelist (799% speed; 5 turns) movement infusion of the duelist (799% 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 799% 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 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. Press to compare to your current inscriptions |
movement infusion of the sneak (1113% speed; 8 turns) movement infusion of the sneak (1113% speed; 8 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 1113% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. Press to compare to your current inscriptions |
movement infusion of the titan (720% speed; 6 turns) movement infusion of the titan (720% 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 720% 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 Constitution 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. Press to compare to your current inscriptions |
movement infusion of the warrior (1144% speed; 7 turns) movement infusion of the warrior (1144% 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 1144% 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 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. Press to compare to your current inscriptions |
heroism infusion of the warrior (+30 for 12 turns, die at -1271) heroism infusion of the warrior (+30 for 12 turns, die at -1271)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: 24 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 30 for 12 turns. While Heroism is active, you will only die when reaching -1271 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 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. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level. manasurge rune of the warrior (2270% regen over 10 turns; 114 instant mana)manasurge rune of the warrior (2270% regen over 10 turns; 114 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: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2270% for 10 turns and instantly restoring 114 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength 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. |
This item will automatically be transmogrified when you leave the level. phase door rune of the duelist (range 24; power 68; dur 8)phase door rune of the duelist (range 24; power 68; dur 8) 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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 24. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 68%, your defense is increased by 68 and all your resistances by 68%. Its effects scale with your Dexterity 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. |
biting gale rune (29 cold damage; 15 apply power) biting gale rune (29 cold damage; 15 apply power)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 28.75 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 15. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
This item will automatically be transmogrified when you leave the level. heat beam rune of the warrior (556 fire damage)heat beam rune of the warrior (556 fire damage) 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: 9 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 555.99 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength 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 warrior (absorb 767 for 4 turns) shielding rune of the warrior (absorb 767 for 4 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: 24 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 767 damage for 4 turns. Its effects scale with your Strength 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. |
Rune of Reflection (absorb and reflect 310 for 5 turns) Rune of Reflection (absorb and reflect 310 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 310 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
This item will automatically be transmogrified when you leave the level. controlled phase door rune of the warrior (range 19)controlled phase door rune of the warrior (range 19) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 19. Its effects scale with your Strength 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. |
This item will automatically be transmogrified when you leave the level. schematic: Armour Reinforcementschematic: Armour Reinforcement Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. schematic: Saw Projectorschematic: Saw Projector Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. schematic: Second Skinschematic: Second Skin Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Tome of Uttercold Tome of UttercoldPowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
Tome of Wildfire Tome of WildfirePowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Falirand FalirandInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +2 Str Physical save: +12 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +17 (+4 eff.) Life regen: +1.50 Psi when hit: +0.04 Mindpower: +6 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +10 Amulets can have magical properties. |
Geda the Duskcast Geda the DuskcastInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 16 darkness Changes stats: +4 Dex / +4 Con Changes resistances: +10% mind Critical mult.: +5.00% Confusion immunity: +20% Amulets can have magical properties. |
Mayasewe the Sparkonslaught Mayasewe the SparkonslaughtInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances penetration: +10% lightning / +5% blight Cut immunity: +50% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 327 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Samablek the Lightningtooth Samablek the LightningtoothInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +7 (+2 eff.) Damage when hit (Melee): 12 lightning Changes stats: +4 Cun / +7 Lck Changes resistances: +3% lightning / +9% fire Cut immunity: +50% Healing mod.: +15% Reduce all damage from unseen attackers: 12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 426 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 1.0 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+5 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 446.76 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
This item will automatically be transmogrified when you leave the level. grounding voratun amulet of constitution (+10)grounding voratun amulet of constitution (+10) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Con Changes resistances: +27% lightning Stun/Freeze immunity: +49% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. restful voratun amulet of strength (+9)restful voratun amulet of strength (+9) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +9 Str Life regen: +4.50 Amulets can have magical properties. |
pixie's copper ring of warding pixie's copper ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes resistances: +12% acid / +11% fire / +14% lightning / +13% cold Spellpower: +6 (+3 eff.) Rings can have magical properties. |
Hulahek the Sunsorrow Hulahek the SunsorrowCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances penetration: +5% light Critical mult.: +10.00% Mental crit. chance: +3% Light radius: +1 Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 21.65 cold and 30.13 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Xith the Stokebender Xith the StokebenderInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour * 12% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +9 Cun / +6 Wil Changes resistances: +30% acid Changes resistances penetration: +15% fire Changes damage: +12% acid / +3% fire Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 Mindpower: +11 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
titan's gold ring of sensing titan's gold ring of sensingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Blindness immunity: +23% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings can have magical properties. |
Abyssravage the stralite ring Abyssravage the stralite ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +30% acid / +3% fire Changes resistances penetration: +10% lightning Changes damage: +15% acid / +3% light Stun/Freeze immunity: +39% Life regen: +3.90 Maximum life: +63.00 Light radius: +3 Healing mod.: +20% Rings can have magical properties. |
stralite ring 'Xanetha' stralite ring 'Xanetha'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Cun / +2 Con Changes resistances: +6% acid / +3% fire / +32% cold Changes damage: +16% cold Spell save: +6 (+2 eff.) Stun/Freeze immunity: +39% Life regen: +3.40 Maximum life: +68.00 Healing mod.: +20% Rings can have magical properties. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+5 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 121.72 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
This item will automatically be transmogrified when you leave the level. pixie's voratun ring of sensingpixie's voratun ring of sensing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Mag Blindness immunity: +50% Spellpower: +14 (+7 eff.) Infravision radius: +6 See stealth: +25 See invisible: +22 Rings can have magical properties. |
Glorubrerin (150% power, 6 apr, darkness element) Glorubrerin (150% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 150% Range: 1.2x Uses stats: 80% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 mind / +8 arcane When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +7.0% Physical power: +13 (+2 eff.) Armour: +11 Armour Hardiness: +5% Changes resistances: +3% mind / +5% arcane Changes resistances penetration: +10% mind Changes damage: +30% physical / +30% temporal / +30% darkness / +30% light Talent granted: +1 Command Staff Critical mult.: +14.00% Physical save: +12 (+3 eff.) Spellpower: +29 (+13 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone magestaff of blasting (150% power, 6 apr, arcane element)dragonbone magestaff of blasting (150% power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 150% Range: 1.2x Uses stats: 80% Mag, 30% Wil 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: Changes damage: +30% arcane Talent granted: +1 Command Staff Spellpower: +25 (+11 eff.) Spell crit. chance: +15% It can be used to unleash an elemental blastwave, dealing 74.41 to 89.29 arcane damage in a radius 6 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (182% power, 60 apr, fire element) Awakened Staff of Absorption (182% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 182% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+19 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Mayilranor (198% power, 4 apr) =bloodletter's big bro= Mayilranor (198% power, 4 apr) =bloodletter's big bro=Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 199% Range: 1.5x Uses stat: 159% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 mind Burst (radius 2) on crit: +34 ice When wielded/worn: Accuracy: +19 (+4 eff.) Armour: +16 Changes stats: +1 Cun / +6 Str Changes resistances: +3% mind Changes resistances penetration: +16% cold Changes damage: +14% physical Critical mult.: +15.00% Stamina when hit: +3.00 Mental crit. chance: +3% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. balanced voratun greatmaul of persecution (186% power, 4 apr)balanced voratun greatmaul of persecution (186% power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 187% Range: 1.5x Uses stat: 159% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Damage against: +28% Unnatural When wielded/worn: Accuracy: +21 (+4 eff.) Defense: +21 (+6 eff.) Changes stats: +9 Wil Disarm immunity: +70% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun greatmaul (189% power, 4 apr)warbringer's voratun greatmaul (189% power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 190% Range: 1.5x Uses stat: 159% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +21 (+4 eff.) Changes stats: +10 Con Changes resistances penetration: +21% physical Disarm immunity: +48% Massive two-handed mauls. |
Warmaster Gnarg's Murderblade (182% power, 19 apr) Warmaster Gnarg's Murderblade (182% power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 182% Range: 1.6x Uses stat: 159% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
voratun greatsword 'Belissra' (187% power, 4 apr) voratun greatsword 'Belissra' (187% 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: 187% Range: 1.6x Uses stat: 159% Wil Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Armour penetration: +21 Physical crit. chance: +40.0% Physical power: +12 (+2 eff.) Changes resistances: +3% acid / +9% darkness / +13% all Changes resistances penetration: +21% nature / +10% arcane Critical mult.: +28.00% Reduces incoming crit damage: 15.00% Spell save: +20 (+6 eff.) Confusion immunity: +5% Pinning immunity: +15% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. voratun longsword of erosion (165% power, 6 apr)voratun longsword of erosion (165% power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 165% Range: 1.4x Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 nature / +20 temporal Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. arcing voratun mace of massacre (181% power, 6 apr)arcing voratun mace of massacre (181% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 181% Range: 1.4x Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +19 lightning Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. chilling voratun mace (167% power, 6 apr)chilling voratun mace (167% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 167% Range: 1.4x Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +22 cold Blunt and deadly. |
Skullcleaver (136% power, 4 apr) Skullcleaver (136% power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 137% Range: 1.4x Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Blood-Letter (153% power, 4.5 apr) Blood-Letter (153% power, 4.5 apr)Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Power: 154% Range: 1.4x Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
This item will automatically be transmogrified when you leave the level. Eremistir (161% power, 6 apr)Eremistir (161% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 161% Range: 1.4x Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Burst (radius 1) on hit: +15 fire When wielded/worn: Accuracy: +4 (+1 eff.) Fatigue: -2% Changes stats: +2 Dex / +1 Mag Changes resistances: +1% physical Critical mult.: +6.00% Maximum life: +30.00 Spell crit. chance: +2% Damage Shield penetration: +10% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Samathad the Brightpride (179% power, 6 apr)Samathad the Brightpride (179% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 179% Range: 1.4x Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Burst (radius 1) on hit: +8 acid / +12 fire When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +6% fire Changes resistances penetration: +15% darkness Changes damage: +6% acid / +18% fire One-handed war axes. |
This item will automatically be transmogrified when you leave the level. arcing voratun waraxe (160% power, 6 apr)arcing voratun waraxe (160% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 161% Range: 1.4x Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning One-handed war axes. |
This item will automatically be transmogrified when you leave the level. elemental voratun waraxe of ruin (162% power, 6 apr)elemental voratun waraxe of ruin (162% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 162% Range: 1.4x Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Armour penetration: +13 Physical crit. chance: +15.0% Changes resistances penetration: +17% acid / +16% fire / +16% lightning / +17% cold Critical mult.: +20.00% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. hateful voratun waraxe of massacre (176% power, 6 apr)hateful voratun waraxe of massacre (176% power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 177% Range: 1.4x Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 darkness Damage against: +20% Living One-handed war axes. |
This item will automatically be transmogrified when you leave the level. voratun waraxe (161% power, 6 apr)voratun waraxe (161% power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 162% Range: 1.4x Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. voratun waraxe 'Xeroma' (171% power, 6 apr)voratun waraxe 'Xeroma' (171% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 171% Range: 1.4x Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% lightning / +2% physical / +6% arcane Changes damage: +6% mind Spell save: +9 (+3 eff.) Poison immunity: +5% Cut immunity: +10% Mindpower: +8 (+1 eff.) One-handed war axes. |
This item will automatically be transmogrified when you leave the level. voratun waraxe of erosion (161% power, 6 apr)voratun waraxe of erosion (161% power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 161% Range: 1.4x Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 nature / +20 temporal One-handed war axes. |
Shantiz the Stormblade (129% power, 20 apr) Shantiz the Stormblade (129% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 30% Wil, 108% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Star (143% power, 20 apr) =ster= Star (143% power, 20 apr) =ster=Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Power: 144% Range: 1.3x Uses stats: 78% Wil, 48% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Pitchflash (100% power, 24 apr, mind damage) Pitchflash (100% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This honing mindstar will focus other psionic mindstars. This natural frost should be returned to the wyrm. Power: 100% Range: 1.1x Uses stats: 70% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction Damage (Melee): +8 darkness Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +4 darkness When wielded/worn: Armour: +6 Effects when hit in melee: * Slows global speed by 5% Damage when hit (Melee): 9 ice Changes stats: +2 Cun / +3 Wil Changes resistances: +8% cold / +3% darkness / +6% physical Changes resistances penetration: +4% cold / +4% physical Changes damage: +6% physical / +3% nature / +9% cold Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Amethyst of Sanctuary (111% power, 26 apr, mind damage) Amethyst of Sanctuary (111% power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 111% Range: 1.1x Uses stats: 75% Wil, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption Critical mult.: +0.00% Mental save: +25 (+6 eff.) Maximum psi: +20.00 Mindpower: +14 (+2 eff.) Mental crit. chance: +7% It can be used to activate talent Resonance Field (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (426 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Coalscar the pulsing mindstar (107% power, 32 apr, mind damage) Coalscar the pulsing mindstar (107% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural lightning should be returned to the wyrm. Power: 107% Range: 1.1x Uses stats: 75% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 darkness When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 9 lightning Changes stats: +2 Str / +2 Dex / +1 Mag / +6 Wil / +4 Cun / +2 Con Changes resistances: +9% lightning Changes resistances penetration: +4% lightning / +5% darkness Changes damage: +7% lightning / +3% mind Critical mult.: +14.00% Physical save: +2 (+1 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Morningrupture (108% power, 32 apr, nature damage) Morningrupture (108% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural venom should be returned to the wyrm. This natural frost should be returned to the wyrm. Power: 108% Range: 1.1x Uses stats: 75% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +4 light When wielded/worn: Armour: +5 Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 9 ice / 6 acid Changes resistances: +12% acid / +10% cold / +6% temporal Changes resistances penetration: +5% acid / +7% cold / +5% temporal Changes damage: +10% acid / +10% cold Mental save: +6 (+2 eff.) Life regen: +1.10 Maximum psi: +25.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Thermal Focus (109% power, 32 apr, fire damage) Thermal Focus (109% power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 109% Range: 1.1x Uses stats: 75% Wil, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+4 eff.) Psi each turn: +1.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
Eyal's Will (124% power, 40 apr, nature damage) Eyal's Will (124% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 90% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+3 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 96.45 slime damage for 14 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Eye of the Lost (115% power, 27 apr, mind damage) Eye of the Lost (115% power, 27 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 80% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +27 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * reduces mental save When wielded/worn: Changes stats: +3 Cun / +7 Wil Changes resistances: +25% mind Changes resistances penetration: +15% mind Changes damage: +10% mind Mental save: +24 (+6 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +7% Activating this item is instant. It can be used to see all other beings around you for 5 turns, costing 25 power out of 25/25. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
Flamebraze the living mindstar (113% power, 40 apr, nature damage) Flamebraze the living mindstar (113% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. The natural wyrm seeks an element. Power: 113% Range: 1.1x Uses stats: 80% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 26 lightning / 10 physical / 10 acid / 10 fire / 7 cold / 12 temporal Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +27% lightning / +8% physical / +9% cold / +8% fire / +10% acid Changes resistances penetration: +20% lightning Changes damage: +20% lightning / +9% temporal / +12% fire Physical save: +6 (+2 eff.) Blindness immunity: +10% Life regen: +1.70 Maximum life: +46.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. purifying living mindstar (114% power, 40 apr, nature damage)purifying living mindstar (114% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This purifying mindstar will cleanse other mindstars. Power: 114% Range: 1.1x Uses stats: 80% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects when hit in melee: * 15 arcane resource burn Changes resistances: +10% arcane Changes resistances penetration: +10% arcane Changes damage: +10% arcane Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 61%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. balanced voratun steamsaw (162% power, 25 apr)balanced voratun steamsaw (162% power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 163% Range: 1.5x Uses stat: 138% 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: +99 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +6 Defense: +25 (+7 eff.) Fatigue: +12% Talent granted: +3 Block Disarm immunity: +49% 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! |
This item will automatically be transmogrified when you leave the level. runic yew longbow of true flightrunic yew longbow of true flight Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 102% Range: 1.1x Uses stat: 30% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +11.0% Changes stats: +5 Mag Changes damage: +10% arcane Spellpower: +11 (+6 eff.) Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Beluran' =yeah fuck you sandworm la= dragonbone longbow 'Beluran' =yeah fuck you sandworm la=Requires: - 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. Power: 102% Range: 1.1x Uses stat: 30% Wil Damage type: Mind Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). On weapon hit: * 40% chance to cause random gloom Damage (Ranged): +8 cold When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +5 Str / +2 Mag Changes resistances: +6% acid Changes resistances penetration: +10% acid / +5% mind Changes damage: +3% acid / +11% cold / +13% arcane Spellpower: +11 (+6 eff.) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. drakeskin leather sling of cunning (+5)drakeskin leather sling of cunning (+5) Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Power: 102% Range: 1.1x Uses stat: 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes stats: +5 Cun Changes resistances penetration: +25% physical Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. mage-hunter's drakeskin leather slingmage-hunter's drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Power: 102% Range: 1.1x Uses stat: 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Effects on ranged hit: * 25 arcane resource burn Changes stats: +6 Cun / +6 Wil Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +15 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. gunslinger's voratun steamgun of recursiongunslinger's voratun steamgun of recursion Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Power: 102% Range: 1.1x Uses stat: 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Travel speed: +600% Damage conversion: 50% temporal Attacks use: 2.0 Steam When wielded/worn: Changes damage: +22% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. mage-hunter's voratun steamgunmage-hunter's voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Power: 102% Range: 1.1x Uses stat: 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Damage (Ranged): 23 manaburn arcane Changes stats: +7 Wil Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +15 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. voratun steamgun of recursionvoratun steamgun of recursion Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Power: 102% Range: 1.1x Uses stat: 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Travel speed: +600% Damage conversion: 49% temporal Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. high-capacity quiver of dragonbone arrows of paradox (55/55, 175% power, 18 apr)high-capacity quiver of dragonbone arrows of paradox (55/55, 175% power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 176% Range: 1.4x Uses stats: 84% Wil, 75% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 55 On weapon hit: * 14% chance to gain 10% of a turn Damage (Ranged): +20 temporal When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of dragonbone arrows of accuracy (21/21, 176% power, 18 apr)quiver of dragonbone arrows of accuracy (21/21, 176% power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 177% Range: 1.4x Uses stats: 84% Wil, 75% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +25 Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 21 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. acidic voratun shield of fire resistance (+28%) (12 def, 3 armour, 208 block)acidic voratun shield of fire resistance (+28%) (12 def, 3 armour, 208 block) Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 9 acid Damage when hit (Melee): 25 acid Changes resistances: +28% fire Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. corrosive voratun shield (12 def, 3 armour, 181 block)corrosive voratun shield (12 def, 3 armour, 181 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 20% chance to corrode armour Changes stats: +6 Con Changes resistances: +17% acid Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. verdant elven-silk robe (5 def, 0 armour)verdant elven-silk robe (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +10 Con Changes damage: +20% nature Poison immunity: +42% Disease immunity: +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Molten Skin (15 def, 12 armour)Molten Skin (15 def, 12 armour) Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+5 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+8 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.0 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 102.64 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
This item will automatically be transmogrified when you leave the level. rejuvenating drakeskin leather armour of clarity (5 def, 8 armour)rejuvenating drakeskin leather armour of clarity (5 def, 8 armour) Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +10% mind Mental save: +25 (+6 eff.) Life regen: +7.50 Stamina each turn: +2.50 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked voratun mail armour of resilience (5 def, 10 armour)spiked voratun mail armour of resilience (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 19 physical Maximum life: +60.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. voratun mail armour of the deep (5 def, 16 armour)voratun mail armour of the deep (5 def, 16 armour) Requires: - Strength 48 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+1 eff.) Fatigue: +16% Changes resistances: +15% acid / +15% cold Allows you to breathe in: water A suit of armour made of mail. |
Like a ToME fan on prom night (24 def, 26 armour) Like a ToME fan on prom night (24 def, 26 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +24 (+7 eff.) Fatigue: +26% Damage when hit (Melee): 16 acid / 0 physical / 11 light / 23 blight Changes stats: +6 Cun / +6 Wil Changes resistances: +30% blight / +25% fire / +28% darkness Changes resistances penetration: +15% acid / +5% blight Changes damage: +6% acid / +9% blight Mental save: +24 (+6 eff.) Maximum life: +60.00 Light radius: +2 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. hardened voratun plate armour of implacability (9 def, 34 armour)hardened voratun plate armour of implacability (9 def, 34 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +34 Defense: +9 (+3 eff.) Fatigue: +18% Changes resistances: +12% acid / +13% physical / +13% cold / +13% lightning / +13% fire Physical save: +15 (+4 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. hardened voratun plate armour of resilience (9 def, 25 armour)hardened voratun plate armour of resilience (9 def, 25 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Defense: +9 (+3 eff.) Fatigue: +26% Changes resistances: +13% acid / +13% physical / +13% cold / +11% lightning / +13% fire Maximum life: +60.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. impenetrable voratun plate armour (9 def, 35 armour)impenetrable voratun plate armour (9 def, 35 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Defense: +9 (+3 eff.) Fatigue: +26% A suit of armour made of metal plates. |
Nerygakira the drakeskin leather belt Nerygakira the drakeskin leather beltPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Changes stats: +6 Dex / +5 Wil / +6 Cun Changes resistances: +3% fire / +32% light / +15% darkness Changes resistances penetration: +20% blight Physical save: +10 (+3 eff.) Spell save: +3 (+1 eff.) Mental save: +15 (+4 eff.) Poison immunity: +15% Confusion immunity: +15% Knockback immunity: +10% Maximum life: +81.00 Mental crit. chance: +14% A belt that goes around your waist. |
Ulylin the drakeskin leather belt Ulylin the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +9 Changes resistances: +10% acid / +6% temporal / +25% cold / +25% fire / +10% lightning Reduced damage from: +45% Summoned Maximum encumbrance: +30 Physical save: +20 (+5 eff.) Maximum stamina: +10.00 A belt that goes around your waist. |
Vorytha (2 def, 0 armour) Vorytha (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Str / +1 Mag / +2 Wil / +1 Cun / +3 Con Reduces incoming crit damage: 10.00% Physical save: +8 (+2 eff.) Maximum life: +51.00 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 84 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
This item will automatically be transmogrified when you leave the level. regal elven-silk cloak of mindcraft (3 def, 0 armour)regal elven-silk cloak of mindcraft (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Cun / +10 Wil Mental save: +15 (+4 eff.) Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+3 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Lightobsidian the pair of drakeskin leather boots (0 def, 5 armour) Lightobsidian the pair of drakeskin leather boots (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -3% Damage when hit (Melee): 8 mind Changes stats: +5 Con / +7 Wil Changes resistances penetration: +10% mind / +10% physical Physical save: +29 (+8 eff.) Poison immunity: +10% Stun/Freeze immunity: +10% Stamina each turn: +1.80 Maximum life: +42.00 Maximum stamina: +28.00 Mindpower: +9 (+1 eff.) Light radius: +1 Movement speed: +10% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 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 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 24 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of drakeskin leather boots 'Amolathalen' (20 def, 5 armour) pair of drakeskin leather boots 'Amolathalen' (20 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Defense: +20 (+6 eff.) Fatigue: +5% Changes stats: +7 Str / +4 Mag / +4 Wil Reduces incoming crit damage: 15.00% Physical save: +30 (+8 eff.) Silence immunity: +50% Confusion immunity: +48% Stun/Freeze immunity: +48% Life regen: +0.40 Only die when reaching: -40.00 life Healing mod.: +10% It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
Nerodalaith the pair of voratun boots (22 def, 14 armour) Nerodalaith the pair of voratun boots (22 def, 14 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +22 (+7 eff.) Fatigue: -6% Changes stats: +4 Con Changes resistances: +15% acid / +1% physical / +15% cold / +12% fire / +13% lightning Maximum encumbrance: +83 Physical save: +15 (+4 eff.) Life regen: +0.20 Only die when reaching: -40.00 life It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 38% chance to completely evade them and granting you 45 defense for 14 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
This item will automatically be transmogrified when you leave the level. dreamer's pair of voratun boots of disengagement (0 def, 5 armour)dreamer's pair of voratun boots of disengagement (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Cun / +4 Dex Physical save: +15 (+4 eff.) Spell save: +11 (+3 eff.) Mental save: +15 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 0.8 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 2 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. grounding pair of voratun boots of uncanny dodging (10 def, 5 armour)grounding pair of voratun boots of uncanny dodging (10 def, 5 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +4% Changes resistances: +15% lightning / +10% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. traveler's pair of voratun boots of tirelessness (0 def, 5 armour)traveler's pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Maximum encumbrance: +50 Physical save: +15 (+4 eff.) Stamina each turn: +1.30 Maximum stamina: +26.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 316.39 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
This item will automatically be transmogrified when you leave the level. sand drakeskin leather gloves of strength (+6) (0 def, 13 armour)sand drakeskin leather gloves of strength (+6) (0 def, 13 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Armour: +13 Damage (Melee): 15 physical Changes stats: +6 Str Changes damage: +10% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Spell save: +6 (+2 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +2% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
This item will automatically be transmogrified when you leave the level. scouring voratun gauntlets of sorrow (0 def, 3 armour)scouring voratun gauntlets of sorrow (0 def, 3 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 40 mind / 35 darkness Effects when hit in melee: * 28% chance to reduce powers by 20% * 34 arcane resource burn Spell save: +23 (+7 eff.) Mental save: -5 (-1 eff.) Mindpower: +10 (+2 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. temporal voratun gauntlets of the juggernaut (0 def, 3 armour)temporal voratun gauntlets of the juggernaut (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 20 temporal Damage (Ranged): 20 temporal Changes stats: +5 Con Changes resistances: +14% temporal Changes damage: +11% temporal Physical save: +30 (+8 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +50% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 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 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. voratun gauntlets of the juggernaut (0 def, 3 armour)voratun gauntlets of the juggernaut (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +6 Con Physical save: +25 (+7 eff.) Spell save: +10 (+3 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +50% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 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 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat 'Deepswilter' (2 def, 3 armour) cashmere wizard hat 'Deepswilter' (2 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Changes stats: +10 Mag / +10 Wil / +3 Con Changes resistances: +6% darkness / +9% acid Changes resistances penetration: +10% acid / +15% darkness Changes damage: +3% darkness Spellpower: +9 (+5 eff.) It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 100.22 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Blazewolf the elven-silk wizard hat (3 def, 0 armour) Blazewolf the elven-silk wizard hat (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances: +25% lightning / +30% physical / +10% darkness Changes resistances penetration: +10% light / +15% temporal Changes damage: +17% lightning / +29% physical / +11% darkness Maximum hate: +11.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
Lustrewedge the elven-silk wizard hat (3 def, 0 armour) Lustrewedge the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 16 light Changes resistances: +15% light / +9% temporal Changes resistances penetration: +5% fire Changes damage: +6% light Life regen: +11.00 Mana each turn: +3.00 Mana when hit: +3.00 Maximum mana: +110.00 Spellpower: +10 (+5 eff.) Damage Shield Power: +29% It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 9 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. augmenting elven-silk wizard hat (3 def, 0 armour)augmenting elven-silk wizard hat (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes damage: +15% acid / +14% lightning / +15% cold / +15% arcane / +15% fire A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. stabilizing drakeskin leather hat of sanctity (0 def, 5 armour)stabilizing drakeskin leather hat of sanctity (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +15% blight / +15% darkness Physical save: +25 (+7 eff.) Spell save: +15 (+5 eff.) Mental save: +11 (+3 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 5 turns. A hat made of leather. Very stylish. |
Guwe (0 def, 3 armour) Guwe (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 acid Changes stats: +5 Cun / +6 Wil Changes resistances: +16% mind Changes resistances penetration: +5% mind Changes damage: +9% acid Mental save: +12 (+3 eff.) Confusion immunity: +25% Mindpower: +9 (+1 eff.) A cap made of leather. |
Sunpulverizer the hardened leather cap (0 def, 3 armour) Sunpulverizer the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Str / +6 Wil / +8 Con Changes resistances: +6% blight / +6% temporal / +9% darkness Changes damage: +3% light Spell save: +25 (+8 eff.) Mental save: +9 (+2 eff.) Light radius: +2 A cap made of leather. |
Brass Goggles (10 def, 0 armour) Brass Goggles (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +15 Defense: +10 (+3 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
Steamcatcher (12 def, 0 armour) Steamcatcher (12 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Steampower: +15 (+4 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
Blasthacker (3 def, 0 armour) Blasthacker (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +1 Defense: +3 (+1 eff.) Damage when hit (Melee): 8 physical Changes stats: +6 Str Changes resistances: +30% acid / +3% fire / +40% mind / +6% lightning Changes damage: +20% acid / +40% mind / +6% light Critical mult.: +6.00% Physical save: +27 (+7 eff.) Mental save: +40 (+10 eff.) Maximum psi: +79.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +8% Healing mod.: +5% A pointy cloth hat, very wizardly... |
Lisyta (8 def, 14 armour) Lisyta (8 def, 14 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+2 eff.) Fatigue: -1% Damage when hit (Melee): 4 blight Changes stats: +9 Str / +8 Dex / +10 Wil Changes resistances: +8% blight / +2% physical / +5% all Changes resistances penetration: +10% physical Physical save: +8 (+2 eff.) Mental save: +11 (+3 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Damage Shield penetration: +40% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. miner's drakeskin leather cap (0 def, 11 armour)miner's drakeskin leather cap (0 def, 11 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Infravision radius: +4 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. miner's drakeskin leather cap of fortune (0 def, 10 armour)miner's drakeskin leather cap of fortune (0 def, 10 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +10 Fatigue: +5% Changes stats: +15 Lck Spell crit. chance: +7% Mental crit. chance: +8% Infravision radius: +3 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. stabilizing drakeskin leather cap (0 def, 5 armour)stabilizing drakeskin leather cap (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Physical save: +25 (+7 eff.) A cap made of leather. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+1 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
This item will automatically be transmogrified when you leave the level. grounding voratun helm (0 def, 5 armour)grounding voratun helm (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +13% lightning / +15% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. warlord's voratun helm of precognition (12 def, 5 armour)warlord's voratun helm of precognition (12 def, 5 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +12 (+2 eff.) Armour: +5 Defense: +12 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn Changes stats: +7 Str / +7 Wil / +10 Cun Changes resistances: +13% physical Physical save: +15 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 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. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 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. |
10 zircon 10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 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. |
6 opal 6 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. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 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. |
6 amethyst 6 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. |
6 onyx 6 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. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 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. |
6 emerald 6 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. |
5 garnet 5 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. |
5 quartz 5 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. |
9 sapphire 9 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 jade 7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise 7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 amber 5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 diamond 8 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone 6 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl 5 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
1741 alchemist agate 1741 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Ashwitch AshwitchCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 fire Changes resistances: +3% nature Changes resistances penetration: +5% fire Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Shimmershear the brass lantern Shimmershear the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes resistances penetration: +5% fire Changes damage: +3% fire Maximum life: +40.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
This item will automatically be transmogrified when you leave the level. piercing dwarven lanternpiercing dwarven lantern Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes resistances penetration: +15% all Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (141 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
dwarven steel crystal edge dwarven steel crystal edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' When attach to an other item: Critical mult.: +9.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel crystal edge dwarven steel crystal edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' When attach to an other item: Critical mult.: +9.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel crystal edge dwarven steel crystal edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' When attach to an other item: Critical mult.: +9.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
well-made focus lens well-made focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Tinkers can be attached to normal items to improve them with steam power! |
stralite crystal edge stralite crystal edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' When attach to an other item: Critical mult.: +12.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
amazing fungal web amazing fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 125 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
voratun crystal edge voratun crystal edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Critical mult.: +15.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 60] amazing fiery salve [power 60]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 220% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (60% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 60] amazing frost salve [power 60]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 220% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (60% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 716] amazing healing salve [power 716]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 220% efficiency and 52% cooldown modifier. It can be used to heal 716, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 626] amazing pain suppressor salve [power 626]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 220% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -626 life and reduces all damage by 27% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing water salve [power 60] amazing water salve [power 60]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 220% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (60% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Mummified Egg-sac of Ungolรซ Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Miromifang' (dig speed 37 turns) iron pickaxe 'Miromifang' (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Damage when hit (Melee): 8 mind Changes stats: +1 Str Changes resistances: +11% nature Changes resistances penetration: +10% mind Changes damage: +6% nature Maximum encumbrance: +10 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Belohor (dig speed 16 turns) Belohor (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Changes stats: +2 Str Changes resistances: +9% acid / +7% physical Changes resistances penetration: +5% acid Changes damage: +12% acid When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven dwarven-steel pickaxe (dig speed 22 turns) dwarven dwarven-steel pickaxe (dig speed 22 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Physical save: +9 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +56.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Qog's Essentials Qog's EssentialsPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con It can be used to Gain a random beneficial effect, costing 30 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +0% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 1.6 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 20/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
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. |
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 (1/1) Rod of Recall (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 436.80 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Brodirofang the stralite torque of kinetic psionic shield [power 167] (28 cooldown) Brodirofang the stralite torque of kinetic psionic shield [power 167] (28 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +3 Wil Changes damage: +3% mind Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +3 Telekinetic Blast +3 Silence Maximum hate: +4.00 Maximum psi: +20.00 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 167 for 7 turns, putting all charms on cooldown for 28 turns. Torques are made by powerful psionics to store psionic powers. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+6 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 102 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+5 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 158.12 temporal and 170.18 darkness damage (based on Magic), costing 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
This item will automatically be transmogrified when you leave the level. dragonbone wand of conjuration 'Malohek' [power 511] (10 cooldown)dragonbone wand of conjuration 'Malohek' [power 511] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +9% lightning / +6% fire / +9% temporal Changes resistances penetration: +10% blight Disease immunity: +5% Knockback immunity: +10% Mana when firing critical spell: +1.00 Spell crit. chance: +3% It can be used to fire a bolt of a random element with (base) damage 256 to 511, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 10 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Mindster the Ogre Mindslayer level 34
4th Mirth 123rd year of Ascendancy at 03:32 see stats
By Mindster the Ogre Mindslayer level 33
33rd Pyre 123rd year of Ascendancy at 01:46 see stats
By Mindster the Ogre Mindslayer level 31
13rd Pyre 123rd year of Ascendancy at 21:39 see stats
By Mindster the Ogre Mindslayer level 41
38th Dusk 123rd year of Ascendancy at 21:09 see stats
By Mindster the Ogre Mindslayer level 38
29th Dusk 123rd year of Ascendancy at 17:14 see stats
By Mindster the Ogre Mindslayer level 27
2nd Pyre 123rd year of Ascendancy at 12:11 see stats
By Mindster the Ogre Mindslayer level 7
8th Flare 122nd year of Ascendancy at 20:13 see stats
By Mindster the Ogre Mindslayer level 50
69th Haze 123rd year of Ascendancy at 10:51 see stats
By Mindster the Ogre Mindslayer level 36
10th Mirth 123rd year of Ascendancy at 23:28 see stats
By Mindster the Ogre Mindslayer level 41
67th Dusk 123rd year of Ascendancy at 16:49 see stats
By Mindster the Ogre Mindslayer level 50
2nd Regrowth 124th year of Ascendancy at 14:14 see stats
By Mindster the Ogre Mindslayer level 21
37th Regrowth 123rd year of Ascendancy at 00:28 see stats
By Mindster the Ogre Mindslayer level 32
27th Pyre 123rd year of Ascendancy at 20:52 see stats
By Mindster the Ogre Mindslayer level 34
56th Pyre 123rd year of Ascendancy at 21:27 see stats
By Mindster the Ogre Mindslayer level 50
5th Allure 124th year of Ascendancy at 06:56 see stats
By Mindster the Ogre Mindslayer level 33
32nd Pyre 123rd year of Ascendancy at 23:13 see stats
By Mindster the Ogre Mindslayer level 47
48th Haze 123rd year of Ascendancy at 20:55 see stats
By Mindster the Ogre Mindslayer level 10
11st Dusk 122nd year of Ascendancy at 11:29 see stats
By Mindster the Ogre Mindslayer level 20
31st Regrowth 123rd year of Ascendancy at 03:11 see stats
By Mindster the Ogre Mindslayer level 30
10th Pyre 123rd year of Ascendancy at 17:17 see stats
By Mindster the Ogre Mindslayer level 40
32nd Dusk 123rd year of Ascendancy at 12:19 see stats
By Mindster the Ogre Mindslayer level 50
67th Haze 123rd year of Ascendancy at 03:44 see stats
By Mindster the Ogre Mindslayer level 50
4th Allure 124th year of Ascendancy at 12:50 see stats
By Mindster the Ogre Mindslayer level 50
71st Haze 123rd year of Ascendancy at 03:48 see stats
By Mindster the Ogre Mindslayer level 13
12nd Haze 122nd year of Ascendancy at 04:05 see stats
By Mindster the Ogre Mindslayer level 40
37th Dusk 123rd year of Ascendancy at 16:39 see stats
By Mindster the Ogre Mindslayer level 28
7th Pyre 123rd year of Ascendancy at 16:55 see stats
By Mindster the Ogre Mindslayer level 38
24th Dusk 123rd year of Ascendancy at 04:28 see stats
By Mindster the Ogre Mindslayer level 50
2nd Regrowth 124th year of Ascendancy at 14:13 see stats
By Mindster the Ogre Mindslayer level 33
33rd Pyre 123rd year of Ascendancy at 01:46 see stats
By Mindster the Ogre Mindslayer level 11
14th Dusk 122nd year of Ascendancy at 23:38 see stats
By Mindster the Ogre Mindslayer level 33
33rd Pyre 123rd year of Ascendancy at 01:46 see stats
By Mindster the Ogre Mindslayer level 50
2nd Regrowth 124th year of Ascendancy at 14:14 see stats
By Mindster the Ogre Mindslayer level 47
48th Haze 123rd year of Ascendancy at 20:49 see stats
By Mindster the Ogre Mindslayer level 13
36th Dusk 122nd year of Ascendancy at 18:04 see stats
By Mindster the Ogre Mindslayer level 34
56th Pyre 123rd year of Ascendancy at 02:25 see stats
By Mindster the Ogre Mindslayer level 41
77th Dusk 123rd year of Ascendancy at 12:03 see stats
By Mindster the Ogre Mindslayer level 30
11st Pyre 123rd year of Ascendancy at 00:25 see stats
By Mindster the Ogre Mindslayer level 18
61st Haze 122nd year of Ascendancy at 08:16 see stats
By Mindster the Ogre Mindslayer level 17
48th Haze 122nd year of Ascendancy at 13:30 see stats
By Mindster the Ogre Mindslayer level 30
12nd Pyre 123rd year of Ascendancy at 08:52 see stats
Log
Talent Infusion: Movement is ready to use.
Talent Telekinetic Smash is ready to use.
Talent Forcefield is ready to use.
Ran for 7 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
Talent Ogric Wrath is ready to use.
Mindster picks up ( .): miner's drakeskin leather cap (0 def, 11 armour).
You pickup 0.75 gold pieces.
Mindster picks up (5.): arcing voratun waraxe (160% power, 6 apr).
Mindster picks up (8.): voratun waraxe (161% power, 6 apr).
Ran for 14 turns (stop reason: interesting terrain).
Mindster wears (replacing Abyssravage the stralite ring): voratun ring 'Ce'Navea'.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the slopes of the Iron Throne, with no trace of the portal...
Saving game...
Saving done.
Mindster deactivates Augmentation.
Mindster deactivates Kinetic Shield.
Mindster deactivates Beyond the Flesh.
Mindster deactivates Deflect Projectiles.
Mindster deactivates Thermal Shield.
Mindster deactivates Psiblades.
Mindster deactivates Skate.
Mindster deactivates Chant of Fortress.