Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Additional Randart Properties 1.4.9 Shorter ToME4 Dungeons 1.2.5This add-on significantly shortens all plot-related dungeons: - Dreadfell is now 5 levels. This will make the game harder, due to less experience and loot. The loot from these dungeons was improved to compensate (i.e. lower tier items no longer generate). Recommended only for experienced players looking for a challenge or a faster game. Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Auto-use inscriptions when saturated 1.2.5Removes the check from inscription code that causes all inscriptions to only auto-use when a saturation effect is not present. This does not effect the mechanic of saturation, and therefore setting them to auto-use in too many cases can cause high levels of saturation. Use sparingly. Tinker Tinkering 1.3.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Demon Seed Details 1.4.6This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.0Donators/Buyers bonus! Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Constitution Viability Buff Addon 1.4.6Constitution now grants: Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Campaign Uncapper 1.4.2Unlocks the max level for Campaign, scaling all dungeons and bosses accordingly. To be precise, this makes all dungeons in the game scale based on YOUR level, instead of a pre-set value. (Note that bosses still have a minimum level. The Master for example will always be in the 20's at the minimum.) Embers of Rage 1.5.0Official 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:
Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Square Field of Vision - Revised 1.0.6Makes field of vision and AoE square. Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.4.8Donators/Buyers bonus! QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 Boneling Talent Tree 1.4.8Adds in the Boneling tree for Corrupters and Reavers. Summon forth a swarm of self-replicating(and self-destructive) Boneling minions. Carve two Bonelings from target foe's body, dealing Moderate Physical damage. Bonelings are weak melee attackers. Whenever they land an attack on a foe, they spawn another Boneling, up to a maximum which scales with TL and Willpower. - Splinter Overload target Boneling with extra Vim, causing it to explode for High Physical damage in a small radius. The primary explosion can hurt friendlies. Additionally, upon learning this talent, any Bonelings that die via any means explode for Minor Physical damage in a radius of 1. The secondary explosion does not hurt friendlies.- Collar Bone Must target foe that is surrounded by at least 2 Bonelings. All adjacent Bonelings sacrifice themselves to attach to target foe, reducing their damage dealt for 5 turns by a Moderate value. - Rough Ribbed You have learnt to intwine yourself with your Bonelings. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. QuickTome: Resource Tweaks 1.3.1 Half-Cost Category Mastery 1.3.1 Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Inventory Sort Order 1.1.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Stunt's Tweaks 1.3.1Small tweaks and changes. Current changes: Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Nekarcos's Quality of Life 04: Healing Reduction 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Halfling |
Class | Gunslinger |
Level / Exp | 183 / 88% |
Size | huge |
Lifes / Deaths | Killed by Halfslinger at level 32 on the 2nd Summertide 122nd year of Ascendancy at 15:06 6 / 1 |
Primary Stats
Strength | 188 (base 90) |
Dexterity | 211 (base 100) |
Constitution | 188 (base 100) |
Magic | 51 (base 10) |
Willpower | 70 (base 10) |
Cunning | 212.6 (base 60) |
Resources
Life | 10311/10311 |
Healing Factor | 2.5 |
Regeneration | 99.375 |
Speed
Mental | +25% |
Attack | +25% |
Movement | +20% |
Spell | +15% |
Global | +105% |
Vision
Sight | 12 |
Lite | 10 |
Infravision | 46 |
See Invisible | 17 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 324 |
Accuracy | 135 |
Crit Chance | 276% |
APR | 162 |
Speed | 0.72 |
Offense: Offhand
Damage | 324 |
Accuracy | 135 |
Crit Chance | 276% |
APR | 162 |
Speed | 0.72 |
Offense: Spell
Spellpower | 67 |
Crit Chance | 85% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 98 |
Crit Chance | 100% |
Speed | 0.8 |
Offense: Damage Bonus
All | +29% |
Offense: Damage Penetration
All | +21% |
Defense: Base
Armour (hardiness) | 121 (85.376569037657%) |
Defense | 104 |
Ranged Defense | 107 |
Fatigue | 0 |
Physical Save | 117 |
Spell Save | 72 |
Mental Save | 113 |
Defense: Resistances
All | + 49%( 74%) |
Defense: Immunities
Stun Resistance | 29% |
Confusion Resistance | 100% |
Fear Resistance | 0% |
Poison Resistance | 92% |
Blind Resistance | 54% |
Silence Resistance | 5% |
Bleed Resistance | 70% |
Teleport Resistance | 100% |
Disarm Resistance | 88% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 95% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 25.6 steam per turn. Can be activated for an instant burst of 128 steam. Its effects scale with your Strength 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 270% efficiency and cooldown mod of 50%. Its effects scale with your Cunning 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 311% efficiency and cooldown mod of 59%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 154 with a minimum range of 15. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1027% 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. |
Class Talents
Steamtech / Gunslinging | 1.50 |
| 5/5 |
| 18/5 |
| 5/5 |
| 18/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 18/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 18/5 |
| 7/5 |
Steamtech / Gunner training | 1.50 |
| 18/5 |
| 7/5 |
| 1/5 |
| 5/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 18/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 4/5 |
| 5/5 |
| 4/5 |
| 3/5 |
Steamtech / Chemistry | 1.42 |
| 5/5 |
| 3/5 |
| 4/5 |
| 6/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Evasive Shots |
talent | Chant of Fortress |
talent | Automated Cloak Tessellation |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
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 laid Celia to rest, putting an end to her gruesome experiments. | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the lost sun paladin from death by Poloma the giant venus flytrap. Escort: lost sun paladin (level 2 of Norgos Lair) | failed |
You failed to protect the lost sun paladin from death by Halfslinger. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 8% of the way to your next Rank. You have killed: 108 Uniques 44 Bosses 27 Elite Bosses 40 Veterans 24 Heroics 25 Legends 14 Destroyers 14 Epics 10 Elders 5 Ancients 1 Immortals 1 Demigods | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 109. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed xorn fragment. * You've found the needed hummerhorn wing. Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed pouch of luminous horror dust. * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed orc heart. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within19 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Steam Powered Boots (8 def, 15 armour) [voratun kinetic stabiliser] Steam Powered Boots (8 def, 15 armour) [voratun kinetic stabiliser]Requires: - Talent Heavy 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 (+1 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Physical save: +15 (+2 eff.) Pinning immunity: +75% Knockback immunity: +25% Teleport immunity: +100% Generate 3 steam each time you walk. Boots. But with steam power! |
Quiver | Strikemaster (18/18, 140-168 power, 59 apr) [perfect saw shell] Strikemaster (18/18, 140-168 power, 59 apr) [perfect saw shell]Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 140.0 - 168.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +59 Crit. chance: +84.0% Capacity: 18 Turns elapse between self-loadings: -2 When this weapon hits: Strangling Shot (5% chance level 1). On weapon hit: * 40% chance to daze at end of turn * 25% chance for lightning to arc to a second target * 20% chance to torment the target * 10% chance to stun, blind, pin, or confuse the target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Travel speed: +1100% Damage (Ranged): +28 lightning / +20 temporal / +40 darkness / +27 cold / +40 mind / +20 physical Burst (radius 1) on hit: +20 lightning Burst (radius 2) on crit: +12 lightning / +14 cold When wielded/worn: Talent granted: +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | alchemist's lamp 'Sunglamour' [perfect black light emitter] alchemist's lamp 'Sunglamour' [perfect black light emitter]Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +21 Defense: +11 (+2 eff.) Fatigue: -4% Damage when hit (Melee): 8 light Changes stats: +3 Str / +4 Dex / +5 Mag / +9 Wil / +10 Cun / +4 Con Changes resistances: +10% blight / +15% acid Changes resistances penetration: +21% all Changes damage: +11% mind / +3% light / +25% darkness Reduces incoming crit damage: 15.00% Physical save: +15 (+2 eff.) Spell save: +16 (+4 eff.) Mental save: +16 (+3 eff.) Life regen: +4.40 Spellpower: +11 (+3 eff.) Light radius: +2 Infravision radius: +17 See stealth: +0 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Gunagas the Glimmerwreath (1 def, 0 armour) [perfect head lamp] Gunagas the Glimmerwreath (1 def, 0 armour) [perfect head lamp]Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +25 (+3 eff.) Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 light / 8 nature Changes stats: +4 Mag / +23 Wil / +21 Cun Changes resistances: +48% physical / +48% darkness / +18% fire / +12% mind / +18% nature Changes resistances penetration: +20% nature Changes damage: +6% lightning / +6% temporal / +53% darkness / +17% fire / +21% nature / +6% acid / +54% physical / +15% light / +6% cold / +12% mind / +5% arcane Physical save: +7 (+1 eff.) Mental save: +21 (+4 eff.) Confusion immunity: -20% Fear immunity: -20% Maximum hate: +42.00 Maximum psi: +40.00 Spellpower: +4 (+1 eff.) Mindpower: +58 (+10 eff.) Mental crit. chance: +23% Light radius: +7 It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 408 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
On hands | Steam Powered Gauntlets (0 def, 12 armour) [voratun fatal attractor] Steam Powered Gauntlets (0 def, 12 armour) [voratun fatal attractor]Requires: - Talent Heavy 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 Fatal Attractor Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Attackspeed is 100% for non-Brawlers! Gauntlets. But with steam power! |
Tool | voratun pickaxe 'Aregarin' (dig speed 1 turns) voratun pickaxe 'Aregarin' (dig speed 1 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +28 Physical crit. chance: +2.0% Physical power: +9 (+1 eff.) Armour: +14 Defense: +16 (+3 eff.) Fatigue: -28% Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +32 Str / +6 Dex / +4 Con Changes resistances: +10% fire / +20% physical / +22% darkness / +30% nature Changes resistances penetration: +15% acid / +15% physical Changes damage: +20% nature / +6% physical Damage affinity(heal): +15% darkness Physical save: +14 (+2 eff.) Spell save: +35 (+8 eff.) Mental save: +15 (+3 eff.) Maximum life: +150.00 Maximum stamina: +30.00 Spell crit. chance: +5% Light radius: +1 Infravision radius: +12 Movement speed: +10% When carried: Talent granted: +1 Dig Talent on hit(spell): Blood Grasp (10% chance level 2). Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Bokadig the Deepsglamour Bokadig the DeepsglamourInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +68 (+9 eff.) Armour penetration: +13 Physical power: +55 (+7 eff.) Armour: +8 Defense: +13 (+2 eff.) Fatigue: -8% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes stats: +15 Str / +39 Dex / +7 Wil / +38 Cun / +19 Con Changes resistances: +30% lightning / +1% physical / +12% darkness / +10% blight / +11% nature Changes resistances penetration: +15% darkness / +15% physical Changes damage: +15% lightning / +13% all Maximum encumbrance: +32 Mental save: +25 (+5 eff.) Poison immunity: +22% Disease immunity: +22% Disarm immunity: +38% Confusion immunity: +38% Pinning immunity: +35% Knockback immunity: +38% Life regen: +1.40 Maximum life: +169.00 Maximum stamina: +15.00 Spellpower: +28 (+7 eff.) Mindpower: +27 (+5 eff.) Healing mod.: +32% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | stralite ring 'Woesteel' stralite ring 'Woesteel'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +30 (+4 eff.) Damage when hit (Melee): 8 darkness Changes stats: +9 Str / +1 Cun / +23 Con Changes resistances penetration: +10% darkness Changes damage: +6% darkness / +8% all Physical save: +45 (+6 eff.) Spell save: +14 (+3 eff.) Mental save: +28 (+5 eff.) Confusion immunity: +40% Life regen: +1.70 Maximum life: +88.00 Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Spellpower: +17 (+4 eff.) Mindpower: +17 (+3 eff.) Mental crit. chance: +2% Mental speed: +10% Healing mod.: +26% Talent on hit(mindpower): Oozebeam (5% chance level 1). Rings can have magical properties. |
Around neck | Demonborn the steel amulet Demonborn the steel amuletPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +36 (+5 eff.) Armour penetration: +28 Physical power: +7 (+1 eff.) Armour: +11 Defense: +43 (+7 eff.) Ranged Defense: +15 (+2 eff.) Fatigue: -14% Changes stats: +3 Str / +6 Dex / +13 Mag / +3 Wil / +6 Cun / +6 Con / +20 Lck Changes resistances: +18% lightning / +18% temporal / +18% light / +18% mind / +18% darkness Changes resistances cap: +4% all Changes resistances penetration: +15% arcane Changes damage: +6% acid / +22% physical / +6% cold / +6% fire / +6% lightning Talent mastery: +0.22 Steamtech / Chemistry Critical mult.: +34.00% Physical save: +14 (+2 eff.) Mental save: +9 (+2 eff.) Blindness immunity: +54% Confusion immunity: +48% Pinning immunity: +32% Stun/Freeze immunity: +29% Knockback immunity: +32% Life regen: +3.10 Stamina each turn: +0.70 Mana each turn: +0.56 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +72.00 Maximum pos.energy: +20.00 Maximum neg.energy: +20.00 Spellpower: +11 (+3 eff.) Spell crit. chance: +5% Mindpower: +9 (+2 eff.) Infravision radius: +5 Sight radius: +2 See invisible: +7 Movement speed: +10% Combat speed: +10% Healing mod.: +15% Reduce all damage from unseen attackers: 28% Amulets can have magical properties. |
In main hand | Ululatharek the Swampstone [voratun crystal edge] Ululatharek the Swampstone [voratun crystal edge]Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 111% Firing range: +10 When this weapon hits: Shattering Shout (10% chance level 2). When this weapon hits: Arcane Vortex (20% chance level 6). When this weapon hits: Second Wind (5% chance level 1). On weapon hit: * flashes light on your target dealing 183 damage Travel speed: +800% Damage (Ranged): +17 lightning / +14 fire / +34 draining blight Burst (radius 2) on crit: +6 nature Attacks use: 2.0 Steam When wielded/worn: Accuracy: +44 (+6 eff.) Physical crit. chance: +33.0% Fatigue: -2% Changes stats: +6 Cun / +10 Mag Changes resistances: +3% nature Changes resistances penetration: +10% nature / +84% physical Changes damage: +14% lightning / +84% physical / +34% blight / +17% fire / +21% arcane Grants telepathy: Demon/Minor Demon/Major Talents cooldown: Trick Shot (-4 turns) Strafe (-6 turns) Double Shots (-4 turns) Critical mult.: +15.00% Life regen: +0.40 Maximum hate: +10.00 Spellpower: +22 (+6 eff.) Damage Shield penetration: +40% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Emyriatta the Airreeve [simple fungal web] Emyriatta the Airreeve [simple fungal web]Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +32.0% Physical power: +52 (+7 eff.) Armour: +10 Defense: +14 (+2 eff.) Effects on melee hit: * 52% chance to daze at end of turn Damage when hit (Melee): 35 arcane Changes stats: +6 Str / +17 Dex / +18 Cun / +23 Con / +20 Lck Changes resistances: +40% lightning / +29% temporal / +21% cold / +22% fire / +9% arcane / +10% acid Changes resistances penetration: +35% lightning / +20% physical Changes damage: +25% physical / +6% arcane / +3% temporal Critical mult.: +40.00% Trap disarming bonus: +56 Stealth bonus: +26 Physical save: +40 (+6 eff.) Spell save: +24 (+6 eff.) Mental save: +45 (+8 eff.) Maximum life: +46.00 Mindpower: +29 (+5 eff.) Mental crit. chance: +15% Infravision radius: +12 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Size category: +3 A belt that goes around your waist. |
In off hand | stralite steamgun 'Blindsting' [stralite crystal edge] stralite steamgun 'Blindsting' [stralite crystal edge]Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 111% Firing range: +10 When this weapon hits: Shoot (10% chance level 3). On weapon hit: * flashes light on your target dealing 148 damage Travel speed: +800% Damage (Ranged): +17 ice / +29 fire / +29 nature / +17 mind Burst (radius 1) on hit: +4 light Damage conversion: 45% temporal Attacks use: 2.0 Steam When wielded/worn: Accuracy: +26 (+4 eff.) Armour penetration: +2 Physical crit. chance: +26.0% Physical power: +13 (+2 eff.) Armour: +13 Changes stats: +6 Str / +2 Dex / +6 Wil / +13 Cun / +6 Con Changes resistances: +15% light / +9% all Changes resistances penetration: +13% fire / +13% cold / +12% nature / +60% physical Changes damage: +78% physical / +16% mind / +3% light Talent mastery: +0.20 Wild-gift / Fungus Talents cooldown: Trick Shot (-4 turns) Strafe (-4 turns) Double Shots (-4 turns) Critical mult.: +12.00% Life regen: +0.80 Mindpower: +11 (+2 eff.) Global speed: +5% Healing mod.: +25% It can be used to regenerate 192 life over 5 turns, putting all charms on cooldown for 20 turns. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | Eilinolaith the linen cloak (13 def, 4 armour) Eilinolaith the linen cloak (13 def, 4 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +38 (+5 eff.) Armour: +4 Defense: +13 (+2 eff.) Fatigue: -12% Effects on melee hit: * Slows global speed by 34% Changes stats: +2 Str / +2 Con Changes resistances: +9% mind / +13% fire / +6% nature / +13% light Stealth bonus: +7 Physical save: +24 (+3 eff.) Spell save: +20 (+5 eff.) Mental save: +43 (+7 eff.) Silence immunity: +5% Only die when reaching: -100.00 life Maximum life: +106.00 Maximum stamina: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to kruk cloak. |
Main armor | Glorenne the Brightlash (49 def, 26 armour) [amazing second skin] Glorenne the Brightlash (49 def, 26 armour) [amazing second skin]Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +11 Physical crit. chance: +15.0% Physical power: +13 (+2 eff.) Armour: +26 Defense: +49 (+8 eff.) Fatigue: +7% Effects on melee hit: * 45% chance to blind Damage when hit (Melee): 8 mind Changes stats: +11 Str / +18 Dex / +9 Mag / +12 Wil / +27 Cun Changes resistances: +21% acid / +14% physical / +7% mind Changes resistances penetration: +15% mind Changes damage: +15% light Critical mult.: +28.00% Physical save: +43 (+6 eff.) Spell save: +9 (+2 eff.) Mental save: +75 (+12 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +18.80 Stamina each turn: +0.90 Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +17 Maximum life: +153.00 Maximum hate: +4.00 Maximum psi: +20.00 Spellpower: +6 (+2 eff.) Mindpower: +8 (+2 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +35% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 5.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 345 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
Rune of the Rift (430.00 temporal damage, removed from time 4 turns) Rune of the Rift (430.00 temporal damage, removed from time 4 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: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Inflicts 593.40 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
copper amulet of cunning (+2) copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Amulets can have magical properties. |
gold amulet 'Gloomterror' gold amulet 'Gloomterror'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +38 (+5 eff.) Armour penetration: +48 Physical crit. chance: +2.0% Physical power: +8 (+1 eff.) Armour: +26 Defense: +41 (+7 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage (Melee): 11 light / 11 darkness Effects when hit in melee: * 11% chance to blind * 11% chance to inflict 15% damage reduction Damage when hit (Melee): 8 physical Changes stats: +4 Str / +7 Mag / +6 Cun / +7 Con / +13 Lck Changes resistances: +3% blight / +12% physical Changes resistances cap: +15% all Changes damage: +8% physical / +11% light / +32% darkness Talent mastery: +0.23 Steamtech / Bullets mastery Critical mult.: +48.00% Physical save: +90 (+13 eff.) Spell save: +34 (+8 eff.) Mental save: +36 (+6 eff.) Teleport immunity: +10% Stamina each turn: +0.80 Combat speed: +10% Reduce all damage from unseen attackers: 16% Amulets can have magical properties. |
Borabers the Glintpride Borabers the GlintprideInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +43 (+6 eff.) Armour penetration: +18 Physical power: +18 (+2 eff.) Armour: +7 Defense: +41 (+7 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 temporal / 12 mind / 20 light Changes stats: +9 Str / +9 Dex / +18 Wil / +9 Cun / +32 Lck Changes resistances: +26% lightning / +26% fire / +18% light / +26% cold Changes resistances cap: +6% all Changes resistances penetration: +20% temporal / +5% light / +15% arcane Changes damage: +18% physical / +3% mind / +3% light Talent mastery: +0.33 Steamtech / Chemistry Critical mult.: +18.00% Physical save: +89 (+13 eff.) Spell save: +60 (+13 eff.) Mental save: +59 (+10 eff.) Stun/Freeze immunity: +44% Combat speed: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Reduce all damage from unseen attackers: 36% Amulets can have magical properties. |
Emymima the stralite amulet Emymima the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +34 (+5 eff.) Defense: +32 (+5 eff.) Fatigue: -9% Damage when hit (Melee): 4 acid Changes stats: +34 Lck / +5 Con Changes resistances: +22% lightning / +3% temporal / +15% blight Talent mastery: +0.34 Technique / Combat training Physical save: +44 (+6 eff.) Spell save: +22 (+5 eff.) Mental save: +22 (+4 eff.) Poison immunity: +10% Stun/Freeze immunity: +56% Life regen: +6.10 Maximum life: +103.00 Reduce all damage from unseen attackers: 36% Amulets can have magical properties. |
stralite amulet 'Heatnoon' stralite amulet 'Heatnoon'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +17 (+2 eff.) Armour: +9 Defense: +36 (+6 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: -9% Changes stats: +4 Str / +9 Dex / +5 Wil / +9 Cun / +20 Con / +17 Lck Changes resistances: +50% mind / +6% fire Changes resistances cap: +6% all Critical mult.: +6.00% Physical save: +62 (+9 eff.) Spell save: +15 (+3 eff.) Mental save: +35 (+6 eff.) Confusion immunity: +92% Life regen: +3.40 Stamina each turn: +1.30 Maximum life: +70.00 Mindpower: +13 (+3 eff.) Movement speed: +10% Reduce all damage from unseen attackers: 17% Amulets can have magical properties. |
Urthyrak the Glimmerwolf Urthyrak the GlimmerwolfInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +21 (+3 eff.) Physical crit. chance: +7.0% Physical power: +2 (+0 eff.) Armour: +18 Defense: +41 (+7 eff.) Changes stats: +13 Str / +6 Wil / +10 Con / +19 Lck Changes resistances: +6% acid / +30% temporal Changes resistances cap: +14% all Changes damage: +6% light Physical save: +54 (+8 eff.) Mental save: +11 (+2 eff.) Blindness immunity: +77% Cut immunity: +80% Confusion immunity: +23% Pinning immunity: +48% Knockback immunity: +39% Maximum life: +60.00 Mindpower: +15 (+3 eff.) Infravision radius: +19 Sight radius: +4 See invisible: +29 Healing mod.: +27% Reduce all damage from unseen attackers: 17% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 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 558 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Ring of Insight Ring of InsightPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Mag Change telepathy range by : +1 Talent mastery: +0.20 Spell / Divination Infravision radius: +1 See stealth: +3 See invisible: +3 This small iron ring seems exceptionally shiny and in focus. |
Flarehunt the steel ring Flarehunt the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +9 (+1 eff.) Armour: +12 Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 11 bleed Damage when hit (Melee): 16 fire Changes stats: +13 Str / +6 Dex / +5 Cun / +14 Con Changes resistances: +6% acid / +3% light / +3% nature / +14% mind Changes damage: +14% mind / +9% fire Physical save: +32 (+5 eff.) Life regen: +3.20 Hate when firing a critical mind attack: +2.00 Maximum life: +196.00 Maximum hate: +9.00 Healing mod.: +54% Talent on hit(nature): Acidbeam (5% chance level 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 67%. Rings can have magical properties. |
Grinuhor the Shimmerworm Grinuhor the ShimmerwormPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +18 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 mind Changes stats: +11 Str / +6 Wil / +7 Cun / +13 Con Changes resistances: +28% darkness / +9% lightning Changes resistances penetration: +15% mind Changes damage: +14% darkness / +15% lightning Mental save: +9 (+2 eff.) Confusion immunity: +31% Mindpower: +11 (+2 eff.) Rings can have magical properties. |
Ivytira the Brightquench Ivytira the BrightquenchInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+1 eff.) Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +10 Str / +4 Dex / +2 Mag / +13 Cun / +7 Con Changes resistances: +9% fire / +32% cold / +6% temporal Changes damage: +16% cold Talent masteries: +0.10 Steamtech / Gunner training +0.10 Steamtech / Elusiveness Mental save: +10 (+2 eff.) Confusion immunity: +37% Hate when firing a critical mind attack: +3.00 Maximum hate: +10.00 Light radius: +3 See invisible: +12 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Murkguile MurkguileInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +26 (+4 eff.) Physical power: +35 (+5 eff.) Defense: +12 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 darkness Changes stats: +10 Str / +10 Dex / +8 Cun / +12 Con Changes resistances: +40% lightning / +6% light / +9% darkness / +6% cold / +3% blight / +6% fire / +40% nature / +37% acid Changes resistances penetration: +15% darkness / +10% acid Changes damage: +20% lightning / +17% acid / +20% nature / +7% all Spell save: +25 (+6 eff.) Life regen: +2.00 Maximum life: +88.00 Maximum stamina: +38.00 Spellpower: +20 (+5 eff.) Mindpower: +19 (+4 eff.) Movement speed: +17% Healing mod.: +24% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
voratun ring 'Porariamira' voratun ring 'Porariamira'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +44 (+6 eff.) Armour: +20 Effects on melee hit: * 23% chance to disease * 16% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 19% chance to cause random gloom Damage (Ranged): 21 bleed Damage when hit (Melee): 12 arcane / 8 blight Changes stats: +38 Str / +16 Mag / +24 Wil / +20 Cun / +29 Con Mental save: +18 (+3 eff.) Life regen: +1.90 Hate when firing a critical mind attack: +5.00 Maximum life: +95.00 Maximum hate: +17.00 Spellpower: +30 (+8 eff.) Mindpower: +15 (+3 eff.) Mental crit. chance: +1% Healing mod.: +30% 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 43%. Rings can have magical properties. |
overgrown iron steamgun of true shot overgrown iron steamgun of true shotRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +7 When this weapon hits: Overgrowth (10% chance level 2). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +7.0% Life regen: +0.50 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Gloreleta the Starhunter Gloreleta the StarhunterRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to corrode armour by 30% Travel speed: +1000% Damage (Ranged): +23 lightning / +9 acid blind / +11 mind / +11 acid Burst (radius 1) on hit: +6 nature / +4 light Burst (radius 2) on crit: +4 acid Attacks use: 2.0 Steam When wielded/worn: Accuracy: +27 (+4 eff.) Physical crit. chance: +27.0% Physical power: +18 (+2 eff.) Changes stats: +7 Str / +3 Wil / +9 Cun / +4 Con Changes resistances: +9% acid Changes resistances penetration: +9% acid / +16% physical Changes damage: +28% lightning / +40% physical / +6% light / +14% mind / +14% acid Talent mastery: +0.20 Wild-gift / Fungus Talents cooldown: Trick Shot (-6 turns) Strafe (-6 turns) Double Shots (-6 turns) Physical save: +12 (+2 eff.) Life regen: +1.60 Stamina each turn: +0.40 Maximum life: +20.00 Mindpower: +9 (+2 eff.) Light radius: +2 It can be used to regenerate 140 life over 5 turns, putting all charms on cooldown for 20 turns. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Ravensage the stralite steamgun Ravensage the stralite steamgunRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +10 When this weapon hits: Invoke Darkness (5% chance level 2). Travel speed: +600% Damage (Ranged): +17 mind / +21 draining blight Burst (radius 1) on hit: +2 darkness Attacks use: 2.0 Steam When wielded/worn: Accuracy: +24 (+3 eff.) Physical crit. chance: +13.0% Physical power: +13 (+2 eff.) Changes stats: +6 Str / +8 Wil / +19 Cun Changes resistances penetration: +20% darkness / +81% physical Changes damage: +20% blight / +19% mind Talent cooldown: Strafe (-2 turns) Spell save: +3 (+0 eff.) Maximum mana: +40.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +3% Mindpower: +10 (+2 eff.) Damage Shield penetration: +92% Resist all after a teleport: +6% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This object's appearance was changed to The Shotgonne. |
Dairidedil the voratun steamgun Dairidedil the voratun steamgunRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). On weapon hit: * 16% chance to corrode armour by 30% Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +24 (+3 eff.) Physical crit. chance: +24.0% Defense: +2 (+0 eff.) Changes stats: +6 Mag Changes resistances: +3% blight / +5% arcane / +9% darkness Changes resistances penetration: +13% acid / +20% physical Changes damage: +13% arcane / +96% physical Talents cooldown: Fragmentation Shot (-8 turns) Pin Down (-4 turns) Disease immunity: +10% Cut immunity: +5% Life regen: +2.90 Stamina each turn: +0.20 Maximum stamina: +15.00 Spellpower: +13 (+3 eff.) Resist all after a teleport: +2% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This object's appearance was changed to The Shotgonne. |
Strikeseam StrikeseamRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 111% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 13% chance to daze at end of turn Travel speed: +800% Damage (Ranged): +16 fire / +23 nature Burst (radius 1) on hit: +4 lightning / +2 temporal Burst (radius 2) on crit: +4 mind / +2 temporal Attacks use: 2.0 Steam When wielded/worn: Accuracy: +31 (+4 eff.) Physical crit. chance: +15.0% Physical power: +21 (+3 eff.) Changes stats: +12 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +12% lightning / +6% temporal / +6% all Changes resistances penetration: +11% lightning / +17% physical / +10% nature / +11% fire / +30% mind / +15% temporal Changes damage: +6% lightning / +97% physical Talents cooldown: Fragmentation Shot (-10 turns) Pin Down (-5 turns) Critical mult.: +0.00% Global speed: +4% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
pouch of iron shots (16/16, 16-19.2 power, 1 apr) pouch of iron shots (16/16, 16-19.2 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.0 - 19.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 16 Shots are used with slings to pummel your foes to death. |
pouch of iron shots of annihilation (15/15, 21-25.2 power, 4 apr) pouch of iron shots of annihilation (15/15, 21-25.2 power, 4 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 21.0 - 25.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +6.0% Capacity: 15 Travel speed: +200% When wielded/worn: Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of iron shots of paradox (16/16, 14-16.8 power, 1 apr) psychokinetic pouch of iron shots of paradox (16/16, 14-16.8 power, 1 apr)Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.0 - 16.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 16 On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) * 10% chance to knock the target back Damage (Ranged): +7 temporal / +15 physical When wielded/worn: Shots are used with slings to pummel your foes to death. |
Elibreta (23/23, 65.5-78.6 power, 6 apr) Elibreta (23/23, 65.5-78.6 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 65.5 - 78.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +22.0% Capacity: 23 Turns elapse between self-loadings: 3 On weapon hit: * Random elemental explosion * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target for 7 turns: 27 bleeding, 78% reduced healing * cripple the target Damage (Ranged): +12 lightning / +20 bleed / +8 arcane Burst (radius 1) on hit: +4 arcane When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
Oloruistir the Cloudtooth (45/45, 82.5-99 power, 38 apr) Oloruistir the Cloudtooth (45/45, 82.5-99 power, 38 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 82.5 - 99.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +38 Crit. chance: +59.0% Capacity: 45 Turns elapse between self-loadings: 2 On weapon hit: * 40% chance to disease * 64% chance to daze at end of turn * 40% chance to blind * 25% chance for lightning to arc to a second target * 10% chance to stun, blind, pin, or confuse the target * 20% chance to curse the target * 10% chance to knock the target back * 25% chance to put talents on cooldown * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 27 bleeding, 78% reduced healing * cripple the target Travel speed: +400% Damage (Ranged): +36 lightning / +40 temporal / +65 darkness / +15 nature / +69 physical / +24 blight / +20 bleed / +20 mind Burst (radius 1) on hit: +16 light Burst (radius 2) on crit: +8 blight / +4 lightning Damage against: +12% Living When wielded/worn: Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Venomnoon' (21/21, 66-79.2 power, 16 apr) pouch of voratun shots 'Venomnoon' (21/21, 66-79.2 power, 16 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 66.0 - 79.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +16 Crit. chance: +31.0% Capacity: 21 On weapon hit: * Slows global speed by 20% * Random elemental explosion * 10% chance to stun, blind, pin, or confuse the target * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Travel speed: +200% Lifesteal (this weapon only): +6% Damage (Ranged): +20 lightning / +20 physical / +30 darkness / +8 fire / +19 temporal Burst (radius 1) on hit: +4 nature / +41 fire Burst (radius 2) on crit: +8 nature Damage against: +12% Living When wielded/worn: Shots are used with slings to pummel your foes to death. |
Cyrabrebeth the woollen robe (4 def, 4 armour) Cyrabrebeth the woollen robe (4 def, 4 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 arcane Changes stats: +12 Str / +12 Mag / +12 Wil / +17 Con Changes resistances: +18% lightning / +39% cold / +21% nature / +34% blight Changes resistances penetration: +11% physical / +21% mind / +10% darkness Changes damage: +22% lightning / +27% physical / +8% darkness / +13% blight / +34% cold / +47% nature / +9% mind Critical mult.: +15.00% Physical save: +21 (+3 eff.) Mental save: +21 (+4 eff.) Poison immunity: +92% Disease immunity: +95% Cut immunity: +0% Life regen: +6.00 Psi each turn: +0.58 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +125.00 Maximum mana: +149.00 Maximum hate: +9.00 Maximum psi: +19.00 Mindpower: +18 (+3 eff.) Mental crit. chance: +10% Healing mod.: +34% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eiliniba (18 def, 3 armour) Eiliniba (18 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +3 Defense: +18 (+3 eff.) Ranged Defense: +12 (+2 eff.) Damage when hit (Melee): 8 acid Changes stats: +7 Str / +13 Mag / +6 Wil / +14 Cun / +7 Con Changes resistances: +21% lightning / +56% darkness / +10% fire / +9% nature / +9% acid / +9% blight / +49% cold / +34% mind / +40% light Changes resistances penetration: +44% physical / +28% darkness / +10% temporal Changes damage: +11% lightning / +14% temporal / +41% light / +71% darkness / +51% physical / +27% cold / +14% nature / +14% all Critical mult.: +16.00% Physical save: +53 (+8 eff.) Spell save: +43 (+10 eff.) Mental save: +48 (+8 eff.) Poison immunity: +38% Disease immunity: +36% Cut immunity: +5% Disarm immunity: +10% Pinning immunity: +10% Teleport immunity: +20% Life regen: +0.00 Mana each turn: +0.51 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Maximum mana: +146.00 Maximum stamina: +15.00 Maximum hate: +22.00 Spellpower: +80 (+19 eff.) Spell crit. chance: +34% Mindpower: +16 (+3 eff.) Mental crit. chance: +7% Reduces paradox anomalies(equivalent to willpower): +13 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Kheletir (2 def, 6 armour) Kheletir (2 def, 6 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Defense: +2 (+0 eff.) Damage when hit (Melee): 16 physical Changes stats: +14 Str / +2 Dex / +21 Mag / +14 Wil / +12 Cun / +2 Lck Changes resistances: +22% acid / +16% physical / +44% darkness / +24% light / +20% cold / +59% mind / +21% lightning Changes resistances penetration: +11% temporal / +22% physical / +14% mind / +13% darkness Changes damage: +28% lightning / +13% temporal / +29% light / +15% acid / +65% physical / +18% arcane / +25% cold / +26% mind / +25% darkness Critical mult.: +15.00% Physical save: +29 (+4 eff.) Spell save: +32 (+8 eff.) Mental save: +75 (+12 eff.) Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Stamina each turn: +0.40 Psi each turn: +0.69 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Maximum hate: +11.00 Maximum psi: +27.00 Spellpower: +7 (+2 eff.) Spell crit. chance: +8% Mindpower: +20 (+4 eff.) Mental crit. chance: +12% Light radius: +4 Reduces paradox anomalies(equivalent to willpower): +13 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +0 Armour Hardiness: +0% Defense: +12 (+2 eff.) Fatigue: +0% Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+2 eff.) Life regen: +0.20 Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Life Support Suit (12 def, 10 armour) Life Support Suit (12 def, 10 armour)Requires: - Strength 22 Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +12 (+2 eff.) Fatigue: +9% Changes resistances: +5% all Talent granted: +1 Life Support Physical save: +25 (+4 eff.) Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Only die when reaching: -200.00 life You cannot bleed. When you take damage, if your life is under 20%, heal for 30% of your max life. (15 turn cooldown) "We've done it, men. We cured death." This item has been sent to the Item's Vault. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
grounding rough leather belt grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal A belt that goes around your waist. |
Shimmermight the hardened leather belt Shimmermight the hardened leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Defense: +17 (+3 eff.) Fatigue: -10% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 mind Changes stats: +5 Str / +2 Mag / +10 Wil / +3 Cun / +13 Con / +4 Lck Changes resistances: +8% acid / +18% fire / +8% lightning / +18% cold Changes resistances penetration: +14% physical Changes damage: +9% lightning / +17% physical Reduced damage from: +33% Summoned Grants telepathy: Dragon Talent mastery: +0.10 Steamtech / Bullets mastery Stealth bonus: +11 Physical save: +21 (+3 eff.) Mental save: +43 (+7 eff.) Maximum life: +264.00 Mindpower: +24 (+4 eff.) Light radius: +2 Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Emelanne' drakeskin leather belt 'Emelanne'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +6 Str / +6 Dex / +9 Wil / +6 Cun Changes resistances penetration: +10% arcane Changes damage: +27% mind Critical mult.: +5.00% Physical save: +34 (+5 eff.) Spell save: +29 (+7 eff.) Mental save: +21 (+4 eff.) Maximum life: +176.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +10 Size category: +1 Talent on hit(mindpower): Acidbeam (10% chance level 1). A belt that goes around your waist. |
drakeskin leather belt 'Glorebreda' drakeskin leather belt 'Glorebreda'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +35.0% Physical power: +6 (+1 eff.) Armour: +19 Defense: +27 (+5 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: -10% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes stats: +7 Str / +23 Dex / +6 Mag / +17 Wil / +24 Cun / +5 Con / +10 Lck Changes resistances: +10% acid / +34% fire / +10% lightning / +38% cold Changes damage: +15% arcane Reduced damage from: +87% Summoned Critical mult.: +21.00% Trap disarming bonus: +30 Stealth bonus: +15 Maximum encumbrance: +60 Physical save: +65 (+9 eff.) Spell save: +20 (+5 eff.) Mental save: +61 (+10 eff.) Maximum life: +150.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +6% Mindpower: +22 (+4 eff.) Mental crit. chance: +26% Infravision radius: +6 Healing mod.: +40% A belt that goes around your waist. |
kruk cloak (2 def, 0 armour) kruk cloak (2 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) A stylish kruk-style cloak, to look awesome. |
pair of voratun boots 'Glorobrena' (40 def, 14 armour) pair of voratun boots 'Glorobrena' (40 def, 14 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +40 (+7 eff.) Ranged Defense: +20 (+3 eff.) Fatigue: +4% Damage when hit (Melee): 8 physical Changes stats: +4 Str / +6 Mag / +8 Wil / +6 Cun / +9 Con Changes resistances penetration: +10% physical Critical mult.: +9.00% Physical save: +24 (+3 eff.) Mental save: +20 (+4 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Life regen: +0.20 Stamina each turn: +0.20 Mana each turn: +0.60 Maximum mana: +60.00 Spell crit. chance: +5% Infravision radius: +3 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
steady rough leather gloves of strength (+2) (0 def, 1 armour) steady rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +7 (+1 eff.) Armour: +1 Changes stats: +2 Str Physical save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +21% When used to modify unarmed attacks: Base power: 10.0 - 11.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Branalerek (0 def, 16 armour) Branalerek (0 def, 16 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +17 (+2 eff.) Armour: +16 Armour Hardiness: +10% Damage (Melee): 6 acid / 6 fire / 8 cold / 6 lightning Damage when hit (Melee): 12 arcane Changes stats: +4 Dex / +8 Mag / +5 Wil / +13 Con Changes resistances: +7% physical Changes damage: +12% arcane / +6% mind Physical save: +19 (+3 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +29% Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +1% When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +3 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Stone Touch (5% chance level 3). Damage (Melee): +10 ice / +13 physical / +14 acid / +13 fire / +12 arcane / +19 lightning Burst (radius 2) on crit: +7 arcane / +4 acid Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 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 31% and provides a 17% chance to shrug off critical damage for 20 turns. Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Boltwreath (0 def, 18 armour) Boltwreath (0 def, 18 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +17 (+2 eff.) Armour penetration: +28 Armour: +18 Armour Hardiness: +14% Effects on melee hit: * 19% chance to cause random gloom * 10% chance to disease Damage (Melee): 40 mind / 37 darkness Changes stats: +17 Dex / +10 Mag / +17 Cun / +13 Con Changes resistances: +3% arcane / +11% physical Changes resistances penetration: +5% lightning / +10% blight Changes damage: +22% arcane / +6% blight Mental save: -5 (+0 eff.) Mindpower: +10 (+2 eff.) When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +21 Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Strike (30% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). On weapon hit: * 40% chance to disease Damage (Melee): +44 arcane Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +22 arcane 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% Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 1). Damage (Melee): +10 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. Attackspeed is 100% for non-Brawlers! These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
corrosive iron gauntlets of strength (+2) (0 def, 1 armour) corrosive iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Damage (Melee): 5 acid Changes stats: +2 Str Changes resistances: +5% acid Changes damage: +3% acid When used to modify unarmed attacks: Base power: 14.0 - 19.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Acid Breath (10% chance level 1). Burst (radius 2) on crit: +5 acid Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
Prismstreak the voratun gauntlets (3 def, 7 armour) Prismstreak the voratun gauntlets (3 def, 7 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +13 Armour: +7 Defense: +3 (+1 eff.) Ranged Defense: +3 (+0 eff.) Damage (Melee): 14 blight / 13 acid Changes stats: +10 Str / +9 Dex / +10 Wil / +7 Cun / +15 Con Changes resistances: +10% acid / +3% darkness / +10% blight / +6% fire / +6% mind / +6% lightning Changes damage: +8% blight / +11% acid Talent mastery: +0.40 Technique / Grappling Physical save: +69 (+10 eff.) Spell save: +9 (+2 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +162% Life regen: +12.00 Stamina each turn: +5.90 Maximum stamina: +111.00 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 When used to modify unarmed attacks: Base power: 26.5 - 37.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +24 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Disarm (20% chance level 5). When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Slumber (30% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Acid Breath (10% chance level 5). Damage (Melee): +29 physical Burst (radius 2) on crit: +15 blight / +4 light / +15 acid It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather hat (0 def, 1 armour) rough leather hat (0 def, 1 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +0 Cun Mental save: +0 (+0 eff.) A hat made of leather. Very stylish. |
Bethatira the elven-silk wizard hat (3 def, 6 armour) Bethatira the elven-silk wizard hat (3 def, 6 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +6 Defense: +3 (+1 eff.) Damage when hit (Melee): 8 blight Changes stats: +9 Mag / +17 Wil / +15 Cun Changes resistances: +18% acid / +33% physical / +20% darkness / +20% mind / +15% temporal Changes resistances penetration: +15% arcane Changes damage: +20% darkness / +35% physical / +15% mind / +15% temporal Physical save: +15 (+2 eff.) Spell save: +15 (+3 eff.) Mental save: +50 (+8 eff.) Disarm immunity: +15% Confusion immunity: -20% Pinning immunity: +10% Fear immunity: -20% Knockback immunity: +10% Life regen: +6.00 Equilibrium when hit: +3.00 Psi when hit: +1.50 Hate when hit: +2.90 Maximum hate: +15.00 Maximum psi: +40.00 Spellpower: +6 (+2 eff.) Mindpower: +25 (+5 eff.) Mental crit. chance: +16% Light radius: +0 Damage Shield Power: +15% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 408 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
insulating rough leather cap of strength (0) (0 def, 1 armour) insulating rough leather cap of strength (0) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +0 Cun / +3 Str Changes resistances: +5% fire / +6% cold Mental save: +0 (+0 eff.) A cap made of leather. |
Eilinemira the drakeskin leather cap (8 def, 13 armour) Eilinemira the drakeskin leather cap (8 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +13 Defense: +8 (+1 eff.) Fatigue: +5% Effects on melee hit: * 10% chance to disease Changes stats: +14 Str / +5 Dex / +4 Mag / +16 Wil / +0 Cun / +17 Con / +1 Lck Changes resistances: +15% acid / +13% lightning / +13% blight / +15% fire / +11% cold / +7% all Changes damage: +9% blight Physical save: +25 (+4 eff.) Mental save: +40 (+7 eff.) Light radius: +2 See invisible: +3 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. This object's appearance was changed to Cloud Caller. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+2 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy 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: Accuracy: +0 (+0 eff.) Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% Light radius: +0 A Helmet. But with steam power! |
spinel spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
tiny geode tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 hematite 2 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 aquamarine0.00 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 malachite 5 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+3 eff.) Changes damage: +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 carnelian 3 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 small geode 5 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; 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: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +20 (+3 eff.) Changes damage: +6% all When used to imbue an object: Defense: +20 (+3 eff.) Changes damage: +6% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
geode geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
5 sugilite 5 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
tiger's eye tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% When used to imbue an object: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 obsidian 2 obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; 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: Lightning 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: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 large geode 2 large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Spell crit. chance: +8% Mental crit. chance: +8% When used to imbue an object: Physical crit. chance: +8.0% Spell crit. chance: +8% Mental crit. chance: +8% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
black pearl black pearl0.00 Encumbrance. Type: gem / black ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 5 When wielded/worn: Defense: +30 (+5 eff.) Changes damage: +10% all When used to imbue an object: Defense: +30 (+5 eff.) Changes damage: +10% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
tanzanite tanzanite0.00 Encumbrance. Type: gem / violet ; tier 5 When wielded/worn: Changes resistances penetration: +10% all Critical mult.: +10.00% When used to imbue an object: Changes resistances penetration: +10% all Critical mult.: +10.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +22 Changes resistances: +5% all When used to imbue an object: Armour: +22 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
538 alchemist agate 538 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Betuthra the brass lantern Betuthra the brass lanternInfused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +3% lightning Changes damage: +6% mind Mental save: +3 (+1 eff.) Stun/Freeze immunity: +20% Maximum life: +48.00 Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Talent on hit(nature): Acidbeam (5% chance level 1). 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. |
Nerithra the dwarven lantern Nerithra the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +2 Str / +8 Wil / +11 Cun Changes resistances: +9% nature / +3% fire / +12% arcane / +6% darkness Critical mult.: +16.00% Mental save: +54 (+9 eff.) Mindpower: +18 (+3 eff.) Mental crit. chance: +20% Light radius: -1 Infravision radius: +9 See stealth: +40 See invisible: +56 Talent on hit(nature): Acidbeam (5% chance level 1). Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
useless but awesome rock useless but awesome rockInfused by nature 0.00 Encumbrance. [Unique] Type: misc / rock It can be used to talk to your pet rock, costing 10 power out of 10/10. Awesome rock!!! |
amazing frost salve [power 79] amazing frost salve [power 79]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 311% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (79% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 1135] amazing healing salve [power 1135]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 311% efficiency and 59% cooldown modifier. It can be used to heal 1135, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing water salve [power 79] amazing water salve [power 79]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 311% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (79% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
iron pickaxe 'Pyrewild' (dig speed 38 turns) iron pickaxe 'Pyrewild' (dig speed 38 turns)Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +4 Mag Changes resistances: +21% fire Changes damage: +3% mind Psi when firing a critical mind attack: +1.00 Maximum mana: +48.00 Spell crit. chance: +10% Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +20 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of the Iron Throne (dig speed 20 turns) iron pickaxe of the Iron Throne (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +24.00 Maximum stamina: +18.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Emelolle the dwarven-steel pickaxe (dig speed 11 turns) Emelolle the dwarven-steel pickaxe (dig speed 11 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +4 Defense: +6 (+1 eff.) Damage when hit (Melee): 20 physical Changes stats: +4 Str / +7 Dex / +11 Mag / +3 Con Changes resistances: +8% physical Maximum mana: +116.00 Maximum stamina: +5.00 Spell crit. chance: +21% Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Taintgrind the dwarven-steel pickaxe (dig speed 3 turns) Taintgrind the dwarven-steel pickaxe (dig speed 3 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +15 (+2 eff.) Fatigue: -2% Damage when hit (Melee): 4 nature Changes stats: +8 Str / +2 Mag / +1 Wil / +9 Cun / +3 Con / +2 Lck Changes resistances: +8% fire / +13% nature / +19% darkness Changes resistances penetration: +19% physical Changes damage: +8% nature Damage affinity(heal): +15% darkness Maximum life: +32.00 Maximum stamina: +24.00 Light radius: +1 Infravision radius: +19 Life leech chance: +18% Life leech: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 23 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 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. |
quiet stralite torque of psychoportation [power 46] (30 cooldown) quiet stralite torque of psychoportation [power 46] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +5 Silence It can be used to teleport randomly (rad 46), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
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. |
voratun white light emitter voratun white light emitterPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'lite' When attach to an other item: Changes damage: +20% light Light radius: +5 See stealth: +10 Tinkers can be attached to normal items to improve them with steam power! |
Achievements
By Halfslinger the Halfling Gunslinger level 136
68th Dusk 122nd year of Ascendancy at 19:30 see stats
By Halfslinger the Halfling Gunslinger level 69
9th Dusk 122nd year of Ascendancy at 01:27 see stats
By Halfslinger the Halfling Gunslinger level 135
62nd Dusk 122nd year of Ascendancy at 10:26 see stats
By Halfslinger the Halfling Gunslinger level 90
34th Dusk 122nd year of Ascendancy at 12:06 see stats
By Halfslinger the Halfling Gunslinger level 135
65th Dusk 122nd year of Ascendancy at 17:17 see stats
By Halfslinger the Halfling Gunslinger level 90
31st Dusk 122nd year of Ascendancy at 18:47 see stats
By Halfslinger the Halfling Gunslinger level 99
37th Dusk 122nd year of Ascendancy at 14:47 see stats
By Halfslinger the Halfling Gunslinger level 168
76th Haze 122nd year of Ascendancy at 13:44 see stats
By Halfslinger the Halfling Gunslinger level 37
1st Flare 122nd year of Ascendancy at 00:21 see stats
By Halfslinger the Halfling Gunslinger level 32
2nd Summertide 122nd year of Ascendancy at 15:06 see stats
By Halfslinger the Halfling Gunslinger level 69
9th Dusk 122nd year of Ascendancy at 00:56 see stats
By Halfslinger the Halfling Gunslinger level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Halfslinger the Halfling Gunslinger level 20
3rd Mirth 122nd year of Ascendancy at 15:10 see stats
By Halfslinger the Halfling Gunslinger level 30
2nd Summertide 122nd year of Ascendancy at 04:12 see stats
By Halfslinger the Halfling Gunslinger level 40
4th Flare 122nd year of Ascendancy at 17:02 see stats
By Halfslinger the Halfling Gunslinger level 50
4th Dusk 122nd year of Ascendancy at 23:51 see stats
By Halfslinger the Halfling Gunslinger level 44
5th Flare 122nd year of Ascendancy at 13:02 see stats
By Halfslinger the Halfling Gunslinger level 82
25th Dusk 122nd year of Ascendancy at 18:04 see stats
By Halfslinger the Halfling Gunslinger level 33
3rd Summertide 122nd year of Ascendancy at 03:26 see stats
By Halfslinger the Halfling Gunslinger level 32
2nd Summertide 122nd year of Ascendancy at 15:06 see stats
By Halfslinger the Halfling Gunslinger level 69
9th Dusk 122nd year of Ascendancy at 01:27 see stats
By Halfslinger the Halfling Gunslinger level 14
78th Pyre 122nd year of Ascendancy at 00:10 see stats
By Halfslinger the Halfling Gunslinger level 69
9th Dusk 122nd year of Ascendancy at 01:27 see stats
By Halfslinger the Halfling Gunslinger level 44
5th Flare 122nd year of Ascendancy at 11:32 see stats
By Halfslinger the Halfling Gunslinger level 48
2nd Dusk 122nd year of Ascendancy at 15:20 see stats
By Halfslinger the Halfling Gunslinger level 59
6th Dusk 122nd year of Ascendancy at 06:00 see stats
By Halfslinger the Halfling Gunslinger level 37
1st Flare 122nd year of Ascendancy at 11:58 see stats
By Halfslinger the Halfling Gunslinger level 132
61st Dusk 122nd year of Ascendancy at 11:34 see stats
Log
You collect a new ingredient: lump of voratun (1).
You gain 2.32 gold from the melting of acidic voratun greatsword of massacre (86-137.6 power, 4 apr).
You collect a new ingredient: lump of iron (1).
You gain 2.47 gold from the melting of truestriking iron greatsword (17-27.2 power, 1 apr).
You collect a new ingredient: lump of steel (1).
You gain 25.00 gold from the melting of steel battleaxe 'Fogvein' (45-67.5 power, 2 apr).
You gain 25.00 gold from the melting of ash starstaff 'Poridarin' (15-18 power, 3 apr, temporal element).
You gain 25.00 gold from the melting of stralite ring 'Loamborn'.
You gain 25.00 gold from the melting of Shockripper.
You collect a new ingredient: stack of herbs (goldleaf) (2).
You gain 8.01 gold from the melting of schematic: Toxic Shell.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Today is the 4th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:25.
Talent Luck of the Little Folk is ready to use.
Today is the 5th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:36.
Today is the 6th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:48.
Ran for 22 turns (stop reason: hostile spotted to the east (ziguranth patrol)).
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Today is the 7th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:23.
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Today is the 8th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:36.
There is a Portal to the Bearscape here (press '' or right click to use).
Ran for 8 turns (stop reason: interesting terrain).
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Halfslinger deactivates Evasive Shots.
Halfslinger tessellates his cloak!
Halfslinger deactivates Chant of Fortress.