













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. 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:
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. Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Solipsist |
| Level / Exp | 50 / 505% |
| Size | small |
| Lifes / Deaths | Killed by orc high pyromancer at level 50 on the 16th Dusk 123rd year of Ascendancy at 01:20 6 / 2Killed by Xerogavena the orc elite fighter at level 50 on the 29th Dusk 123rd year of Ascendancy at 23:34 |
| Antimagic | Follower |
Primary Stats
| Strength | 101 (base 65) |
| Dexterity | 75 (base 39) |
| Constitution | 60 (base 13) |
| Magic | 36 (base 12) |
| Willpower | 124.23674090164 (base 64) |
| Cunning | 122.03674090164 (base 60) |
Resources
| Life | -814/972 |
| Steam | 100/100 |
| Equilibrium | 63 |
| Psi | 0/573 |
| Healing Factor | 1.8460869565217 |
| Regeneration | 18.368565217391 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +64.797245484618% |
Vision
| Sight | 10 |
| Lite | 17 |
| Infravision | 3 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 207 |
| Accuracy | 60 |
| Crit Chance | 52% |
| APR | 81 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 207 |
| Accuracy | 60 |
| Crit Chance | 52% |
| APR | 81 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Mind
| Mindpower | 101 |
| Crit Chance | 73% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +52% |
| Nature | +43% |
| Physical | +24% |
| Acid | +25% |
| All | +17% |
Offense: Damage Penetration
| Lightning | +41% |
| Arcane | +25% |
| Physical | +7% |
| Mind | +15% |
| Nature | +9% |
Defense: Base
| Armour (hardiness) | 75.051211628464 (74.117647058824%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 25 |
| Physical Save | 74.38 |
| Spell Save | 64.37 |
| Mental Save | 79 |
Defense: Resistances
| Acid | + 73%( 76%) |
| Blight | + 47%( 76%) |
| Arcane | + 47%( 76%) |
| Cold | + 76%( 76%) |
| All | + 44%( 76%) |
| Darkness | + 56%( 76%) |
| Lightning | + 76%( 76%) |
| Temporal | + 47%( 76%) |
| Physical | + 61%( 76%) |
| Mind | + 58%( 76%) |
| Fire | + 65%( 76%) |
| Nature | + 67%( 76%) |
Defense: Immunities
| Disarm Resistance | 90% |
| Bleed Resistance | 10% |
| Confusion Resistance | 50% |
| Stun Resistance | 100% |
| Knockback Resistance | 56% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| 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 183% efficiency and cooldown mod of 62%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 341 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 675 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Psionic / Thought-Forms | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Psionic / Slumber | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Distortion | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Mentalism | 1.50 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Dream Forge | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Forge Shield |
| talent | Wild Growth |
| talent | Night Terror |
| talent | Psiblades |
| talent | Lucid Dreamer |
| talent | Antimagic Shield |
| detrimental effect | The target is on fire, taking 138.60 fire damage per turn. Burning |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Fight to the brink of death, can not die before going under -511 life (but life under 0 is not shown) and increases all resistances by 27%. Pain Suppressor Salve |
| detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-24% global speed). Solipsism |
| detrimental effect | Zone-wide effect: +20 defense, +20 all saves, -20 spell power. Disciplined Aura |
| beneficial effect | Absorbs 36 damage from the next blockable attack. Currently Blocking: Lightning, Physical. Forge Shield |
| beneficial effect | You gain 47% resistance against lightning. Resolve |
| detrimental effect | Huge cut that bleeds, doing 133.46 physical damage per turn. Bleeding |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| detrimental effect | The target has been splashed with acid, reducing armour by 30% (28). Armor Corroded |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 25 defense. Evasion |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by RassaR. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Wild-gift / Mindstar mastery (at mastery 0.80). | done |
You failed to protect the lone alchemist from death by Zubybrelle the forest wight. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved talent Conversion (+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 Craftsman's Eye (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)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 Old Forest. Escort: lost tinker (level 3 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 |
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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 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: 140. | 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. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Neralrata (0 def, 15 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Damage when hit (Melee): 20 mind Changes stats: +7 Mag Grants telepathy: Dragon Talent granted: +3 Moss Tread Reduces incoming crit damage: 15.00% Stealth bonus: +6 Light radius: +3 Infravision radius: +3 A pair of boots made of leather. |
| Quiver | pouch of dwarven-steel shots 'Aniragar' (15/15, 147% power, 9 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Power: 147% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +9.0% Capacity: 15 Travel speed: +200% Damage (Ranged): +11 lightning / +12 temporal / +24 blight / +10 nature / +16 arcane Burst (radius 2) on crit: +8 lightning Shots are used with slings to pummel your foes to death. |
| Light source | Airwrither the dwarven lanternCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 12 light / 20 acid Changes resistances: +6% darkness / +6% temporal Changes damage: +9% lightning Spell save: +20 (+4 eff.) Mental save: +24 (+5 eff.) Mindpower: +24 (+4 eff.) Mental crit. chance: +22% Light radius: +14 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | 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: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +10 Cun / +5 Con Changes resistances: +10% all Mental save: +15 (+3 eff.) Blindness immunity: +50% Silence immunity: +0% A Helmet. But with steam power! |
| On hands | Steam Powered Gauntlets (0 def, 12 armour)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 Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
| Tool | Eilinuma the dwarven-steel torque of psychoportation [power 36] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour: +16 Changes resistances: +6% fire / +12% cold / +6% nature / +6% darkness Talent granted: +3 Telekinetic Blast Confusion immunity: +10% It can be used to teleport randomly (rad 36), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
| On fingers | painweaver's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +14 (+3 eff.) Changes damage: +7% all Life regen: +1.40 Maximum life: +76.00 Spellpower: +12 (+6 eff.) Mindpower: +14 (+2 eff.) Healing mod.: +22% Rings can have magical properties. |
| Around neck | Thunderquencher the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +12 Defense: +10 (+3 eff.) Fatigue: -10% Damage when hit (Melee): 8 lightning Changes stats: +9 Dex / +10 Wil / +10 Cun / +13 Con Changes resistances: +6% blight / +6% acid Changes resistances cap: +6% all Physical save: +47 (+8 eff.) Knockback immunity: +20% Life regen: +4.30 Stamina each turn: +1.50 Maximum life: +75.00 Movement speed: +10% Amulets can have magical properties. |
| In main hand | Swampstrider (114% power, 78 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This honing mindstar will focus other psionic mindstars. The natural wyrm seeks an element. The set is complete. Power: 114% Range: 1.1x Uses stats: 135% Wil, 57% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +78 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * flashes light on your target dealing 99 damage When wielded/worn: Armour: +2 Damage when hit (Melee): 8 lightning / 8 physical / 8 fire / 6 cold / 7 acid Changes stats: +8 Cun / +8 Wil Changes resistances: +9% lightning / +16% physical / +10% acid / +8% fire / +5% arcane / +19% cold Changes resistances penetration: +7% physical Changes damage: +8% acid / +7% physical / +9% nature Critical mult.: +12.00% Blindness immunity: +100% Cut immunity: +10% Stun/Freeze immunity: +105% Psi each turn: +0.00 Equilibrium when hit: +2.50 Psi when firing a critical mind attack: +0.00 Maximum hate: +0.00 Mindpower: +19 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | rough leather belt 'Brodaruiran' Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -6% Changes stats: +4 Str / +4 Dex / +2 Wil / +2 Con Changes resistances: +21% acid Reduces incoming crit damage: 15.00% Mental save: +6 (+1 eff.) Maximum life: +45.00 A belt that goes around your waist. |
| In off hand | Ce'Nyba the Breezeblow (114% power, 78 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. The set is complete. Power: 114% Range: 1.1x Uses stats: 135% Wil, 57% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +78 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 90 damage When wielded/worn: Damage when hit (Melee): 20 lightning / 8 arcane Changes stats: +13 Str / +14 Dex / +14 Mag / +27 Wil / +27 Cun / +14 Con Changes resistances: +10% nature / +20% lightning Changes resistances penetration: +16% lightning / +9% nature / +25% arcane Changes damage: +17% nature / +17% lightning Talent mastery: +0.20 Wild-gift / Harmony Critical mult.: +12.00% Physical save: +9 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +9 (+2 eff.) Equilibrium when hit: +4.20 Mindpower: +19 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Salawyn the Boltglean (13 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+4 eff.) Changes stats: +3 Wil Changes resistances: +0% lightning / +25% cold / +25% nature Changes resistances penetration: +25% lightning Changes damage: +9% lightning Grants telepathy: Dragon Physical save: +11 (+2 eff.) Stun/Freeze immunity: +0% Mindpower: +20 (+3 eff.) Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | voratun plate armour 'Haramadir' (9 def, 26 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 8 arcane Changes stats: +11 Str / +12 Con Changes resistances: +15% acid / +15% physical / +9% darkness / +24% fire / +15% cold / +12% lightning Changes resistances penetration: +15% mind Talent cooldown: Rush (-5 turns) Reduces incoming crit damage: 35.00% Disease immunity: +20% Disarm immunity: +40% Stun/Freeze immunity: +38% Knockback immunity: +36% Life regen: +4.00 Maximum life: +193.00 Healing mod.: +30% A suit of armour made of metal plates. |
Inventory
medical injector implant of the psychic (efficiency 250% / cooldown 80%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 250% efficiency and cooldown mod of 80%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 14)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.4 steam per turn. Can be activated for an instant burst of 72 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 154.42 physical damage and 356.17 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 347)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 347 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+24 for 12 turns, die at -1169)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 12 turns. While Heroism is active, you will only die when reaching -1169 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+22 for 10 turns, die at -943)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 10 turns. While Heroism is active, you will only die when reaching -943 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+23 for 9 turns, die at -878)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 9 turns. While Heroism is active, you will only die when reaching -878 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (711% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 711% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (779% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 779% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (561% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 561% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 22%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 30%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 31%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 22%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Chamudrahad the AbyssbiterInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 24 fire Changes resistances: +30% lightning / +15% fire / +18% mind Changes resistances penetration: +10% lightning / +25% mind Changes damage: +6% mind / +18% fire Stun/Freeze immunity: +43% Amulets can have magical properties. |
Cloudbreaker the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes damage: +9% lightning Critical mult.: +10.00% Physical save: +10 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +14 (+3 eff.) Maximum hate: +2.00 Mental crit. chance: +3% Amulets can have magical properties. |
Eilinoba the EclipsekarmaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +20 (+5 eff.) Fatigue: -10% Effects on melee hit: * Slows global speed by 15% * 15% chance to daze at end of turn * 20 arcane resource burn * 35% chance to inflict 15% damage reduction Changes stats: +10 Dex / +10 Cun / +9 Con Changes resistances: +3% acid / +6% fire Changes damage: +20% physical Cut immunity: +70% Life regen: +1.40 Stamina each turn: +1.30 Movement speed: +10% Combat speed: +20% Healing mod.: +29% 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 573 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
NoonthornInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Cun Changes resistances: +22% lightning / +6% light Changes damage: +9% mind Critical mult.: +20.00% Mental save: +15 (+3 eff.) Stun/Freeze immunity: +37% Equilibrium when hit: +0.08 Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +20 Amulets can have magical properties. |
Salevea the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances: +12% cold / +11% mind / +6% darkness Physical save: +9 (+2 eff.) Confusion immunity: +22% Knockback immunity: +5% Amulets can have magical properties. |
insulating copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% cold / +12% fire Amulets can have magical properties. |
mindweaver's steel amulet of constitution (+3)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil / +3 Con Mental save: +7 (+1 eff.) Confusion immunity: +14% Mindpower: +9 (+2 eff.) Amulets can have magical properties. |
starlit steel amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +12% light / +14% darkness Blindness immunity: +28% Amulets can have magical properties. |
steel amulet 'Striketide'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -14% Changes stats: +3 Dex Changes resistances: +14% lightning Changes damage: +6% lightning Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +30% Light radius: +3 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Bogpall the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +13 (+4 eff.) Changes resistances penetration: +28% mind Changes damage: +9% nature Critical mult.: +25.00% Mindpower: +18 (+3 eff.) Movement speed: +22% Heals friendly targets nearby when you use a nature summon: +30 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: 2.0 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 23% for 5 turns. Rings can have magical properties. |
ChargesinCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 acid / 12 lightning Changes stats: +4 Wil / +3 Con Changes resistances: +9% acid Changes damage: +3% acid Spell save: +12 (+2 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +24% Pinning immunity: +22% Knockback immunity: +27% Maximum life: +20.00 Maximum stamina: +16.00 Rings can have magical properties. |
Galetorrent the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Damage when hit (Melee): 12 lightning Changes stats: +3 Cun / +4 Con Changes resistances: +6% lightning Changes damage: +9% lightning / +8% all Spellpower: +17 (+8 eff.) Mindpower: +17 (+3 eff.) Light radius: +3 Infravision radius: +3 Rings can have magical properties. |
TurytobarInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +8% blight / +5% arcane / +12% darkness / +8% nature Changes damage: +15% mind Poison immunity: +13% Disease immunity: +17% Silence immunity: +15% Confusion immunity: +15% Stun/Freeze immunity: +10% Rings can have magical properties. |
gold ring 'Prismdash'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 16 light Changes resistances: +12% acid Physical save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Life regen: +1.10 Maximum life: +54.00 Healing mod.: +17% Rings can have magical properties. |
mule's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +24 Life regen: +0.70 Maximum life: +50.00 Healing mod.: +18% Rings can have magical properties. |
psionicist's gold ring of the mountain (+13%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +13% physical Changes damage: +13% physical Mental save: +8 (+2 eff.) Rings can have magical properties. |
rogue's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Disarm immunity: +20% Pinning immunity: +25% Knockback immunity: +28% Maximum life: +23.00 Rings can have magical properties. |
sneakthief's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 24 bleed Changes stats: +20 Cun / +10 Dex Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 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. |
Star (129% power, 20 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Power: 129% Range: 1.3x Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Butcher (159% power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+6 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Witch-Bane (152% power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +20.0% Attack speed: 100% When this weapon hits: Mana Clash (0% chance level 0). On weapon hit: * 50 arcane resource burn When wielded/worn: Changes stats: +0 Cun / +0 Wil Changes resistances: +15% blight / -15% physical / +15% all Talents cooldown: Mana Clash (-2 turns) Aura of Silence (-2 turns) Critical mult.: +0.00% A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
Blastsever (117% power, 44 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar will resonate with other psionic mindstars. Power: 117% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +44 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 49% chance to daze at end of turn * disrupts spell-casting Damage Shield penetration (this weapon only): +20% Damage against: +26% Unnatural When wielded/worn: Changes stats: +2 Str / +2 Con Changes resistances: +10% mind Changes resistances penetration: +10% mind Changes damage: +10% mind Critical mult.: +0.00% Physical save: +3 (+1 eff.) Psi each turn: +0.00 Psi when hit: +2.50 Mindpower: +22 (+4 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +21% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Polyda (125% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar is wrathful to the hated. This natural venom should be returned to the wyrm. Power: 126% Range: 1.1x Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 arcane When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +1 Physical power: +2 (+0 eff.) Armour: +8 Damage when hit (Melee): 16 acid Changes stats: +1 Str Changes resistances: +12% acid / +9% blight Changes resistances penetration: +14% acid Changes damage: +16% acid / +7% nature Critical mult.: +0.00% Disease immunity: +19% Life regen: +1.60 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +5.00 Maximum hate: +0.00 Spellpower: +2 (+1 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +14% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
epiphanous living mindstar of storms (112% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This natural lightning should be returned to the wyrm. Power: 112% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 lightning Changes stats: +4 Str / +4 Dex / +3 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances: +20% lightning Changes resistances penetration: +16% lightning Changes damage: +19% mind / +15% lightning Critical mult.: +0.00% Psi when firing a critical mind attack: +0.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Isilaith' (113% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. This purifying mindstar will cleanse other mindstars. Power: 113% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 physical When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Armour: +2 Effects when hit in melee: * 14 arcane resource burn Damage when hit (Melee): 15 fire Changes stats: +4 Str / +0 Dex / +0 Mag / +0 Wil / +0 Cun / +1 Con Changes resistances: +20% fire / +10% arcane / +12% light Changes resistances penetration: +10% arcane / +20% fire Changes damage: +10% arcane / +20% fire Critical mult.: +0.00% Physical save: +11 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Blindness immunity: +0% Stun/Freeze immunity: +0% Psi each turn: +0.00 Equilibrium when hit: +1.90 Psi when firing a critical mind attack: +0.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +6% Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 66%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Shockbringer' (116% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. This natural sand should be returned to the wyrm. This natural mindstar summons a caller. Power: 116% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 15 physical Changes stats: +3 Con Changes resistances: +22% mind / +16% physical Changes resistances penetration: +14% physical Changes damage: +15% lightning / +16% physical / +6% darkness Grants telepathy: Dragon Critical mult.: +0.00% Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +8 (+2 eff.) Psi each turn: +0.00 Maximum psi: +50.00 Mindpower: +21 (+4 eff.) Mental crit. chance: +10% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 27 of target armor and 13% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wrathful living mindstar of frost (116% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar is wrathful to the hated. This natural frost should be returned to the wyrm. Power: 116% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Damage when hit (Melee): 15 ice Changes resistances: +6% cold Changes resistances penetration: +17% cold Changes damage: +17% cold Critical mult.: +0.00% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +4.00 Maximum hate: +0.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +14% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Murderfang's SurekillRequires: - Dexterity 40 - Cunning 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: -10.0% Attack speed: 100% Dam. multiplier: 100% Firing range: +6 On weapon crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Travel speed: +1500% Attacks use: 2.0 Steam When wielded/worn: Talent granted: +3 Surekill Critical mult.: +50.00% "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
Flashcut the voratun steamsaw (151% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 151% Range: 1.5x Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +90 Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +15 Physical crit. chance: +11.0% Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +6 Wil Changes resistances: +15% acid Changes resistances penetration: +10% acid Talent granted: +3 Block Critical mult.: +30.00% Equilibrium when hit: +0.20 Hate when firing a critical mind attack: +5.00 Maximum psi: +50.00 Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +30 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Islulle (147% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 147% Range: 1.5x Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +106 Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +13 Physical crit. chance: +15.0% Armour: +17 Armour Hardiness: +10% Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +3 Mag / +3 Wil / +4 Cun Changes resistances: +19% physical / +30% fire Grants telepathy: Dragon Talent granted: +3 Block Critical mult.: +20.00% Reduces incoming crit damage: 18.00% Light radius: +3 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
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. |
SqualorwoeInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 8 nature / 4 fire Changes stats: +5 Con / +4 Wil Changes resistances: +6% mind / +3% fire Changes damage: +15% nature / +6% mind Physical save: +12 (+2 eff.) Mental save: +18 (+4 eff.) Maximum life: +103.00 Mindpower: +17 (+3 eff.) A belt that goes around your waist. |
hardened leather belt 'Chamasin'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Damage when hit (Melee): 20 acid Changes stats: +6 Wil Changes damage: +18% acid Spell save: +11 (+2 eff.) Mental save: +30 (+6 eff.) Hate when firing a critical mind attack: +4.00 Mental crit. chance: +3% Size category: +1 A belt that goes around your waist. |
Brandmark the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -10% Changes stats: +2 Cun Changes resistances: +6% fire Grants telepathy: Humanoid/Orc Light radius: +3 Infravision radius: +1 See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hovon the Prismhunt (2 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 light / 8 fire Changes resistances: +0% nature / +18% cold Changes resistances penetration: +15% fire Changes damage: +9% fire 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 Wrap of Stone. |
linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aduwen the pair of iron boots (17 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +17 (+5 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +2% Changes resistances: +3% mind / +1% physical Mental save: +6 (+1 eff.) Blindness immunity: +5% Stun/Freeze immunity: +25% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 30 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aeruritha the Strikeking (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Damage when hit (Melee): 20 mind Changes resistances: +11% acid / +11% lightning / +10% cold / +9% mind / +11% fire Changes resistances penetration: +10% mind Changes damage: +15% mind / +12% lightning A pair of boots made of leather. |
Beregavor the Stokeclash (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances penetration: +10% mind / +10% fire Changes damage: +24% mind / +6% fire Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
Eremolathahor (6 def, 15 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +4% Changes stats: +5 Cun / +6 Con Changes resistances: +6% acid / +4% physical / +6% nature Physical save: +25 (+5 eff.) Mental save: +21 (+4 eff.) Life regen: +5.20 Infravision radius: +2 Healing mod.: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Issorand (7 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +5 Defense: +7 (+2 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: -5% Changes stats: +5 Wil / +5 Con Changes resistances penetration: +5% physical Changes damage: +24% physical Maximum encumbrance: +41 Physical save: +10 (+2 eff.) Mindpower: +7 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 25 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour)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 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Stealth bonus: +0 Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
pair of dwarven-steel boots 'Lelodin' (0 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +12 Fatigue: +3% Effects on melee hit: * 24% chance to disease Damage when hit (Melee): 8 blight Changes resistances: +11% acid / +2% physical / +11% cold / +11% lightning / +11% fire Changes resistances penetration: +10% blight Changes damage: +6% mind / +12% physical Critical mult.: +18.00% Healing mod.: +35% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Unlightbearer' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 16 darkness Reduces incoming crit damage: 15.00% Physical save: +6 (+2 eff.) Cut immunity: +10% Pinning immunity: +15% Stamina each turn: +0.40 Maximum stamina: +13.00 A pair of boots made of leather. |
Cyrenn (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes damage: +21% mind Critical mult.: +5.00% Life regen: +1.20 Stamina each turn: +0.60 Equilibrium when hit: +0.08 Maximum stamina: +13.00 Maximum hate: +4.00 Heals friendly targets nearby when you use a nature summon: +40 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Polomina (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Physical power: +16 (+4 eff.) Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 31 mind / 40 darkness / 15 nature Changes stats: +6 Str / +3 Wil Changes resistances: +19% nature Changes resistances penetration: +10% mind Changes damage: +11% nature Physical save: +10 (+2 eff.) Mental save: +13 (+3 eff.) Disarm immunity: +50% Mindpower: +10 (+2 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Rainsting (0 def, 13 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +15 Physical power: +14 (+3 eff.) Armour: +13 Effects on melee hit: * 10 arcane resource burn Damage (Melee): 15 physical Changes stats: +4 Str / +4 Dex / +3 Wil / +9 Cun Changes resistances: +15% blight / +9% cold / +6% nature Changes damage: +11% physical Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+3 eff.) Spell save: +23 (+5 eff.) Life regen: +2.80 Stamina each turn: +1.90 Maximum stamina: +24.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+3 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 235.17 arcane damage and stunned), costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
dwarven-steel gauntlets 'Rootmight' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +2 Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 18 mind / 22 darkness Changes stats: +3 Cun / +3 Con Changes resistances: +3% blight / +6% fire / +8% darkness / +6% light Physical save: +13 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: -6 (-2 eff.) Disarm immunity: +32% Mindpower: +5 (+1 eff.) Infravision radius: +3 It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Beruthel' (0 def, 2 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +2 Effects when hit in melee: * 19% chance to reduce effective powers by 20% * 21 arcane resource burn Changes stats: +10 Str / +3 Dex / +7 Wil / +5 Con Changes damage: +12% physical Talent mastery: +0.40 Technique / Grappling Spell save: +14 (+3 eff.) Disarm immunity: +53% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Mucuszeal' (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 16 nature Changes resistances penetration: +10% nature Changes damage: +6% acid Life regen: +1.20 Stamina each turn: +0.60 Maximum stamina: +11.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring voratun gauntlets of the verdant (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects when hit in melee: * 30% chance to reduce effective powers by 20% * 35 arcane resource burn Changes resistances: +20% blight / +19% darkness / +20% arcane Damage affinity(heal): +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +41 (+8 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
steady iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +6 (+1 eff.) Armour: +1 Changes stats: +2 Str Physical save: +5 (+1 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +22% Metal gloves protecting the hands up to the middle of the lower arm. |
Adobeth (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Dex / +5 Wil / +8 Cun Mental save: +30 (+6 eff.) Psi when hit: +0.20 Maximum psi: +40.00 Mental crit. chance: +4% A cap made of leather. |
Brass Goggles (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+7 eff.) Armour penetration: +15 Defense: +10 (+3 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
Cobraclash (0 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +2 (+0 eff.) Armour: +12 Fatigue: +4% Changes stats: +8 Str / +7 Dex Changes damage: +9% nature Critical mult.: +9.00% Physical save: +30 (+5 eff.) Only die when reaching: -40.00 life Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +0 Str / +10 Wil / +0 Cun / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mental save: +0 (+0 eff.) Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Emelobrewen the Satyrfoe (0 def, 5 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 15% Changes stats: +4 Cun / +4 Wil Changes resistances: +10% acid / +11% temporal / +9% light / +10% fire / +31% lightning / +5% cold Mental save: +0 (+0 eff.) Pinning immunity: +10% Knockback immunity: +5% Mindpower: +4 (+1 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A hat made of leather. Very stylish. |
Emunne (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +6 Dex / +10 Wil Changes resistances: +18% blight Physical save: +30 (+5 eff.) Mental save: +15 (+3 eff.) Only die when reaching: -60.00 life Maximum stamina: +5.00 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sparkstrider the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% * 36% chance to daze at end of turn Changes stats: +0 Cun / +7 Wil Changes resistances: +11% blight Changes damage: +12% mind / +18% lightning Grants telepathy: All Mental save: +11 (+2 eff.) Psi when hit: +0.04 Mindpower: +4 (+1 eff.) A cap made of leather. |
Woepassion the rough leather cap (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +7 Fatigue: +1% Damage when hit (Melee): 8 physical Changes stats: +2 Str / +2 Wil Changes damage: +12% darkness Mental save: +6 (+1 eff.) Only die when reaching: -80.00 life Maximum life: +20.00 Light radius: +1 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A cap made of leather. |
hardened leather cap 'Nimbusvile' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +7 Str / +3 Dex / +3 Cun / +5 Con Changes resistances: +9% acid / +8% cold / -17% light / +8% fire Physical save: +8 (+2 eff.) Mental save: +5 (+1 eff.) Blindness immunity: +15% Life regen: +4.20 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 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. |
warlord's voratun helm of fortune (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +12 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +6 Str / +7 Wil / +16 Lck Changes resistances: +15% physical Physical save: +14 (+3 eff.) Spell crit. chance: +8% Mental crit. chance: +8% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xanulaith the dwarven-steel mail armour (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +4 Cun / +6 Wil Changes resistances: +8% mind / +6% blight Critical mult.: +28.00% Mental save: +19 (+4 eff.) Mental crit. chance: +6% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.living voratun shield of crushing (12 def, 3 armour, 185.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 20 nature Changes resistances: +20% nature / +15% blight Talent granted: +5 Block Maximum life: +101.00 Handheld deflection devices. |
Cloudbreaker (21/21, 155% power, 14 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 155% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +19.5% Capacity: 21 On weapon hit: * 40% chance to daze at end of turn * 10% chance to crush the target On weapon crit: * cripple the target Damage (Ranged): +51 lightning / +20 gravity Burst (radius 2) on crit: +24 lightning Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Vorerawyn' (21/21, 166% power, 23 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 166% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Acid Accuracy bonus: +0.2% crit / acc Armour Penetration: +23 Crit. chance: +29.0% Capacity: 21 On weapon hit: * 49% chance to corrode armour by 30% * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 17 bleeding, 61% reduced healing * cripple the target Travel speed: +200% Damage (Ranged): +17 bleed Burst (radius 2) on crit: +12 physical Arrows are used with bows to pierce your foes to death. |
930 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Searglamour (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +6 (+1 eff.) Damage when hit (Melee): 20 mind Changes stats: +1 Str Changes resistances: +18% fire Changes resistances penetration: +10% mind Changes damage: +9% fire Critical mult.: +12.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
12 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
PolylaithInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +3 Wil Changes resistances: +3% blight Changes damage: +6% mind Pinning immunity: +5% Light radius: +2 Infravision 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. |
alchemist's lamp 'Morningspitter'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 33% chance to blind Changes stats: +3 Wil Changes resistances penetration: +25% acid Changes damage: +18% mind Equilibrium when hit: +0.20 Psi when hit: +0.12 Maximum life: +63.00 Maximum hate: +10.00 Mental crit. chance: +3% Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Swampjustice'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +7 Wil Changes resistances: +3% nature Changes resistances penetration: +5% nature Changes damage: +3% mind Mental save: +3 (+1 eff.) Mental crit. chance: +3% Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Yvymina'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +6% mind / +4% physical Physical save: +6 (+2 eff.) Spell save: +20 (+4 eff.) Disarm immunity: +20% Stun/Freeze immunity: +5% Only die when reaching: -20.00 life Light radius: +2 Healing mod.: +10% 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. |
dreamer's brass lantern of focusInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% mind Mental save: +5 (+1 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +4% 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable 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. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
71 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 491.92 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
amazing pain suppressor salve [power 279] amazing pain suppressor salve [power 279]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -279 life and reduces all damage by 27% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
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. |
dwarven steel armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Armour: +3 Armour Hardiness: +20% Fatigue: +3% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel crystal edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' When attach to an other item: Critical mult.: +9.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel crystal edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' When attach to an other item: Critical mult.: +9.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
great fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 100 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
powerful air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
voratun grapplePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
voratun grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +30% lightning Stun/Freeze immunity: +50% Tinkers can be attached to normal items to improve them with steam power! |
voratun spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Armour: +20 Fatigue: +1% Damage when hit (Melee): 50 physical Tinkers can be attached to normal items to improve them with steam power! |
well-made focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Tinkers can be attached to normal items to improve them with steam power! |
Dimmire the voratun torque of mindblast [power 365] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 37% chance to blind Damage when hit (Melee): 12 darkness Changes resistances: +6% darkness Changes resistances penetration: +15% mind Changes damage: +9% mind Talent cooldown: Silence (-2 turns) Talent granted: +10 Silence Light radius: +3 It can be used to fire a blast of psionic energies in a range 10 beam dealing 213.53 to 427.05 mind damage, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 11 psi. Torques are made by powerful psionics to store psionic powers. |
Zanezilakan the dwarven-steel torque of kinetic psionic shield [power 75] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +3 Armour: +4 Changes stats: +2 Str Critical mult.: +25.00% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 75 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Zubadhesewen [power 62] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Armour: +2 Changes stats: +1 Cun / +1 Dex Changes resistances: +3% mind / +3% fire Grants telepathy: All Disarm immunity: +10% Pinning immunity: +10% It can be used to harden the skin for 7 turns increasing armour by 62 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 10 stamina. Natural totems are made by powerful wilders to store nature power. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Madness (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By RassaR the Halfling Solipsist level 39
67th Regrowth 123rd year of Ascendancy at 02:34 see stats
A different point of view (Madness (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By RassaR the Halfling Solipsist level 34
45th Regrowth 123rd year of Ascendancy at 01:51 see stats
Against all odds (Madness (Adventure) difficulty)
Killed Ukruk in the ambush.By RassaR the Halfling Solipsist level 39
65th Regrowth 123rd year of Ascendancy at 10:12 see stats
Antimagic! (Madness (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By RassaR the Halfling Solipsist level 22
38th Haze 122nd year of Ascendancy at 18:30 see stats
Arachnophobia (Madness (Adventure) difficulty)
Destroyed the spydric menace.By RassaR the Halfling Solipsist level 46
53rd Pyre 123rd year of Ascendancy at 22:19 see stats
Back and there again (Madness (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By RassaR the Halfling Solipsist level 50
6th Dusk 123rd year of Ascendancy at 13:41 see stats
Brave new world (Madness (Adventure) difficulty)
Went to the Far East and took part in the war.By RassaR the Halfling Solipsist level 43
50th Pyre 123rd year of Ascendancy at 06:52 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By RassaR the Halfling Solipsist level 8
5th Flare 122nd year of Ascendancy at 09:09 see stats
Destroyer's bane (Madness (Adventure) difficulty)
Killed Golbug the Destroyer.By RassaR the Halfling Solipsist level 41
44th Pyre 123rd year of Ascendancy at 14:54 see stats
Don't Poosh it! (Madness (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By RassaR the Halfling Solipsist level 32
36th Regrowth 123rd year of Ascendancy at 11:06 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By RassaR the Halfling Solipsist level 33
44th Regrowth 123rd year of Ascendancy at 11:14 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By RassaR the Halfling Solipsist level 23
44th Haze 122nd year of Ascendancy at 14:16 see stats
Eye of the storm (Madness (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By RassaR the Halfling Solipsist level 31
29th Regrowth 123rd year of Ascendancy at 05:11 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By RassaR the Halfling Solipsist level 34
44th Regrowth 123rd year of Ascendancy at 12:18 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By RassaR the Halfling Solipsist level 10
5th Dusk 122nd year of Ascendancy at 20:14 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By RassaR the Halfling Solipsist level 20
64th Dusk 122nd year of Ascendancy at 07:00 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By RassaR the Halfling Solipsist level 30
9th Allure 123rd year of Ascendancy at 22:18 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By RassaR the Halfling Solipsist level 40
1st Time of Balance 123rd year of Ascendancy at 03:50 see stats
Level 50 (Madness (Adventure) difficulty)
Got a character to level 50.By RassaR the Halfling Solipsist level 50
2nd Summertide 123rd year of Ascendancy at 00:17 see stats
Overpowered! (Madness (Adventure) difficulty)
Did over 6000 damage in one attack.By RassaR the Halfling Solipsist level 48
6th Mirth 123rd year of Ascendancy at 01:13 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By RassaR the Halfling Solipsist level 22
70th Dusk 122nd year of Ascendancy at 17:28 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By RassaR the Halfling Solipsist level 32
35th Regrowth 123rd year of Ascendancy at 20:38 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By RassaR the Halfling Solipsist level 14
36th Dusk 122nd year of Ascendancy at 02:07 see stats
Sliders (Madness (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By RassaR the Halfling Solipsist level 42
47th Pyre 123rd year of Ascendancy at 04:08 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By RassaR the Halfling Solipsist level 11
29th Dusk 122nd year of Ascendancy at 07:06 see stats
The Legend of Garkul (Madness (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By RassaR the Halfling Solipsist level 34
45th Regrowth 123rd year of Ascendancy at 01:51 see stats
The Right thing to do (Madness (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By RassaR the Halfling Solipsist level 30
10th Allure 123rd year of Ascendancy at 12:34 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By RassaR the Halfling Solipsist level 45
53rd Pyre 123rd year of Ascendancy at 17:12 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By RassaR the Halfling Solipsist level 8
2nd Dusk 122nd year of Ascendancy at 02:42 see stats
There and back again (Madness (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By RassaR the Halfling Solipsist level 48
76th Pyre 123rd year of Ascendancy at 07:23 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By RassaR the Halfling Solipsist level 26
58th Haze 122nd year of Ascendancy at 04:29 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By RassaR the Halfling Solipsist level 19
51st Dusk 122nd year of Ascendancy at 03:46 see stats
Vampire crusher (Madness (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By RassaR the Halfling Solipsist level 38
64th Regrowth 123rd year of Ascendancy at 07:00 see stats
Log
Orc berserker enters a state of bloodlust.
Xerogavena the orc elite fighter is no longer inspired.
Orc fighter stops bleeding.
Betyth the orc warrior stops burning.
Betyth the orc warrior's Inner Demon performs a melee critical strike against Liselaith the orc fighter!
Liselaith the orc fighter shrugs off the critical damage!
Liselaith the orc fighter hits Betyth the orc warrior's Inner Demon for 15 acid, 9 blight (24 total damage).
Betyth the orc warrior's Inner Demon hits Liselaith the orc fighter for 1 physical damage.
Bleeding from RassaR hits Orc berserker for 114 physical damage.
Bleeding from RassaR hits Grushnak, Battlemaster of the Pride for 15 physical damage.
Burning from RassaR hits Orc elite fighter for 5 fire damage.
Orc berserker hits Something for 361 physical, 23 darkness (383 total damage).
Liselaith the orc fighter uses Shield Pummel.
Liselaith the orc fighter performs a melee critical strike against Betyth the orc warrior's Inner Demon!
Cyrelekira the barrow wight casts Flame.
Cyrelekira the barrow wight's spell attains critical power!
RassaR shrugs off the critical damage!
RassaR's mind surges with critical power!
RassaR is invigorated by the attack!
RassaR is on fire!
Betyth the orc warrior's Inner Demon is on fire!
Xerogavena the orc elite fighter uses Assault.
RassaR is invigorated by the attack!
RassaR's mind surges with critical power!
RassaR is invigorated by the attack!
RassaR is invigorated by the attack!
RassaR is invigorated by the attack!
Xerogavena the orc elite fighter performs a melee critical strike against RassaR!
RassaR shrugs off the critical damage!
Xerogavena the orc elite fighter roars triumphantly.



















































































































































































