Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.5.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Thalore |
Class | Adventurer |
Level / Exp | 43 / 8% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 148 (base 60) |
Dexterity | 165 (base 60) |
Constitution | 77 (base 12) |
Magic | 11 (base 12) |
Willpower | 73 (base 43) |
Cunning | 148 (base 60) |
Resources
Psi_feedback | 0/100 |
Life | 1606/1606 |
Equilibrium | 45 |
Stamina | 372/372 |
Psi | 153/153 |
Healing Factor | 2.5 |
Regeneration | 62.230684950023 |
Speed
Mental | +32% |
Attack | +2% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -7 |
Infravision | 10 |
See Stealth | 12 |
See Invisible | 12 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Barehand
Damage | 180 |
Accuracy | 109 |
Crit Chance | 102% |
APR | 90 |
Speed | 0.61 |
Offense: Spell
Spellpower | 6.3333333333333 |
Crit Chance | 51% |
Speed | 1 |
Offense: Mind
Mindpower | 72 |
Crit Chance | 52% |
Speed | 0.98039215686275 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | +13% |
Defense: Base
Armour (hardiness) | 60 (86.09865470852%) |
Defense | 76 |
Ranged Defense | 80 |
Fatigue | 0 |
Physical Save | 81 |
Spell Save | 43 |
Mental Save | 65 |
Defense: Resistances
All | + 42%( 76%) |
Defense: Immunities
Stun Resistance | 87% |
Confusion Resistance | 10% |
Poison Resistance | 15% |
Blind Resistance | 17% |
Disarm Resistance | 50% |
Teleport Resistance | 85% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 63% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 437 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 799 life over 5 turns. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.4 steam per turn. Can be activated for an instant burst of 97 steam. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Artifice | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Steamtech / Thoughts of iron | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat veteran | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Higher draconic abilities | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Wild-gift / Antimagic | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Augmentation |
talent | Striking Stance |
talent | Automated Cloak Tessellation |
talent | Wild Growth |
talent | Blade Flurry |
talent | Molten Iron Blood |
talent | Antimagic Shield |
detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
beneficial effect | Countering melee attacks: Has a 62% chance to get an automatic counter attack when avoiding a melee attack. (2.6 counters remaining) Counter Attacking |
beneficial effect | Guarding against melee damage: Will dismiss up to 81 damage from the next 3.0 attack(s). Guarded |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Ivuwe the faeros. Escort: lost anorithil (level 2 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved talent Biofeedback (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest) | 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 Horned Horror. * 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 Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 102. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed length of troll intestine. * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed vial of greater demon bile. * You've found the needed snow giant kidney. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed black mamba head. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed vial of squid ink. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
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! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within20 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
Psionic focus | Torugas the Scumraider Torugas the ScumraiderRequires: - Dexterity 35 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 10 arcane resource burn Burst (radius 1) on hit: +2 nature When wielded/worn: Accuracy: +17 (+2 eff.) Physical crit. chance: +20.0% Effects on ranged hit: * 62 arcane resource burn Changes stats: +17 Cun / +16 Wil Changes resistances: +3% blight / +9% cold / +3% darkness / +5% arcane Talent mastery: +0.60 Wild-gift / Antimagic Mindpower: +37 (+9 eff.) Longbows are used to shoot arrows at your foes. |
Quiver | pouch of voratun shots 'Shinewrither' (22/22, 162% power, 6 apr) pouch of voratun shots 'Shinewrither' (22/22, 162% power, 6 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 162% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * Slows global speed by 40% * 40 arcane resource burn * 20% chance to torment the target * leeches stamina from the target Damage (Melee): +58 insidious poison / +12 light / +19 darkness / +30 mind Damage (Ranged): +58 insidious poison / +12 light / +19 darkness / +30 mind Burst (radius 1) on hit: +12 mind Shots are used with slings to pummel your foes to death. |
Light source | Dairodur the dwarven lantern Dairodur the dwarven lanternCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +4 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +10 Cun / +1 Dex Changes resistances penetration: +13% all Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Poison immunity: +10% Disease immunity: +10% Teleport immunity: +5% Light radius: -5 Infravision radius: +6 See stealth: +12 See invisible: +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Brodegorak the drakeskin leather cap (0 def, 5 armour) Brodegorak the drakeskin leather cap (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str / +20 Dex / +10 Cun Changes resistances: +13% nature / +6% acid Changes resistances penetration: +20% physical Changes damage: +9% blight Spell save: +10 (+3 eff.) Mental save: +15 (+4 eff.) Maximum life: +56.00 Maximum stamina: +10.00 Healing mod.: +27% A cap made of leather. |
Tool | Torchbringer (dig speed 5 turns) Torchbringer (dig speed 5 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +22 Physical power: +6 (+2 eff.) Damage when hit (Melee): 8 arcane / 4 fire Changes stats: +9 Str Changes resistances: +5% arcane Changes resistances penetration: +20% lightning / +10% fire Critical mult.: +17.00% Maximum life: +38.00 Maximum stamina: +28.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.3 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +77 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | voratun ring 'Islenn' voratun ring 'Islenn'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +9 Cun / +7 Wil Changes resistances: +9% acid Critical mult.: +10.00% Physical save: +9 (+2 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +20% Life regen: +3.40 Maximum life: +178.00 Mindpower: +15 (+3 eff.) Healing mod.: +60% Rings can have magical properties. |
On fingers | voratun ring 'Loruzilathad' voratun ring 'Loruzilathad'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +4 Defense: +9 (+2 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +10 Cun / +7 Dex Changes resistances: +38% lightning / +5% arcane / +36% acid Changes damage: +19% lightning / +12% mind / +18% acid Poison immunity: +5% Stun/Freeze immunity: +20% Rings can have magical properties. |
Around waist | Earaleg Earaleg Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +4 (+1 eff.) Changes stats: +6 Dex / +4 Wil / +5 Cun / +9 Lck Changes resistances penetration: +10% blight Changes damage: +12% blight Critical mult.: +13.00% Trap disarming bonus: +17 Stealth bonus: +13 Life regen: +3.10 Stamina each turn: +0.50 Mana each turn: +0.58 Psi each turn: +0.50 Spellpower: +8 (+1 eff.) Infravision radius: +4 Healing mod.: +26% A belt that goes around your waist. |
Main armor | Layytira the reinforced leather armour (15 def, 24 armour) Layytira the reinforced leather armour (15 def, 24 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +10 Physical crit. chance: +8.0% Armour: +24 Armour Hardiness: +20% Defense: +15 (+4 eff.) Fatigue: +9% Damage (Melee): 9 fire Damage (Ranged): 8 fire Damage when hit (Melee): 12 blight Changes stats: +2 Str / +5 Dex Changes resistances: +26% fire / +26% physical Life regen: +12.60 Stamina each turn: +1.30 Maximum life: +58.00 Healing mod.: +39% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 5.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 297 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
On feet | Lisynor the pair of voratun boots (0 def, 9 armour) Lisynor the pair of voratun boots (0 def, 9 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 Fatigue: +4% Damage when hit (Melee): 16 physical Changes stats: +18 Str / +1 Mag / +2 Wil / +17 Con Changes resistances: +9% fire / +13% cold Changes damage: +16% physical Physical save: +15 (+3 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Healing mod.: +5% Size category: +2 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | Blastraider (0 def, 2 armour) Blastraider (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +11 Armour: +2 Changes stats: +4 Str / +7 Dex / +11 Cun / +4 Con Changes resistances: +9% lightning Changes damage: +9% mind Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Double Strike (-1 turn) Talent granted: +5 Hand Cannon Physical save: +27 (+5 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +30% Psi when hit: +0.04 Mindpower: +4 (+1 eff.) When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 167% When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Set Up (10% chance level 3). Damage (Melee): +8 physical It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloak | Greensnake (3 def, 4 armour) Greensnake (3 def, 4 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +17 (+2 eff.) Armour penetration: +19 Armour: +4 Defense: +3 (+1 eff.) Changes stats: +10 Cun / +11 Dex Changes resistances: +20% blight / +36% lightning / +15% nature / +5% arcane Changes resistances penetration: +10% nature Physical save: +42 (+8 eff.) Stun/Freeze immunity: +50% Life regen: +2.40 Healing mod.: +30% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | voratun amulet 'Isoda' voratun amulet 'Isoda'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Armour: +8 Defense: +26 (+6 eff.) Damage when hit (Melee): 4 mind Changes stats: +19 Lck Changes resistances: +9% mind / +15% physical Changes resistances cap: +6% all Changes resistances penetration: +15% arcane / +5% mind Changes damage: +3% mind / +12% arcane Physical save: +25 (+5 eff.) Stamina each turn: +1.10 Reduce all damage from unseen attackers: 16% Amulets can have magical properties. |
Inventory
medical injector implant of the duelist (efficiency 294% / cooldown 70%) medical injector implant of the duelist (efficiency 294% / cooldown 70%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 294% efficiency and cooldown mod of 70%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 208% / cooldown 92%) medical injector implant of the duelist (efficiency 208% / cooldown 92%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 208% efficiency and cooldown mod of 92%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 222% / cooldown 88%) medical injector implant of the duelist (efficiency 222% / cooldown 88%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 222% efficiency and cooldown mod of 88%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 256% / cooldown 94%) medical injector implant of the duelist (efficiency 256% / cooldown 94%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 256% efficiency and cooldown mod of 94%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 165% / cooldown 51%) medical injector implant of the psychic (efficiency 165% / cooldown 51%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 165% efficiency and cooldown mod of 51%. 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.. |
medical injector implant of the titan (efficiency 197% / cooldown 85%) medical injector implant of the titan (efficiency 197% / cooldown 85%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 197% efficiency and cooldown mod of 85%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 197% / cooldown 65%) medical injector implant of the titan (efficiency 197% / cooldown 65%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 197% efficiency and cooldown mod of 65%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 175% / cooldown 78%) medical injector implant of the titan (efficiency 175% / cooldown 78%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 175% efficiency and cooldown mod of 78%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 205% / cooldown 91%) medical injector implant of the titan (efficiency 205% / cooldown 91%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 205% efficiency and cooldown mod of 91%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 244% / cooldown 98%) medical injector implant of the warrior (efficiency 244% / cooldown 98%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 244% efficiency and cooldown mod of 98%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 184% / cooldown 82%) medical injector implant of the warrior (efficiency 184% / cooldown 82%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 184% efficiency and cooldown mod of 82%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 14) 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: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.3 steam per turn. Can be activated for an instant burst of 71 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.. |
steam generator implant of the sneak (steam 16) steam generator implant of the sneak (steam 16)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: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.1 steam per turn. Can be activated for an instant burst of 80 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 18) steam generator implant of the titan (steam 18)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.5 steam per turn. Can be activated for an instant burst of 88 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 17) steam generator implant of the titan (steam 17)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: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.9 steam per turn. Can be activated for an instant burst of 85 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 14) steam generator implant of the warrior (steam 14)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.5 steam per turn. Can be activated for an instant burst of 72 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 14) steam generator implant of the wizard (steam 14)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.6 steam per turn. Can be activated for an instant burst of 68 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 18%; cure magical, physical, mental) Primal Infusion (affinity 18%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 18% (scales with Constitution) for 6 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. This wild infusion has evolved. |
healing infusion of the duelist (heal 416) healing infusion of the duelist (heal 416)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 416 and cleanse 1 wound and 1 poison effect. 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. |
heroism infusion of the warrior (+27 for 12 turns, die at -835) heroism infusion of the warrior (+27 for 12 turns, die at -835)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 12 turns. While Heroism is active, you will only die when reaching -835 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 831 over 5 turns) regeneration infusion of the duelist (heal 831 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 831 life over 5 turns. 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. |
regeneration infusion of the duelist (heal 768 over 5 turns) regeneration infusion of the duelist (heal 768 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 768 life over 5 turns. 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. |
This item will automatically be transmogrified when you leave the level. biting gale rune (114 cold damage; freeze 3 turns with power 21)biting gale rune (114 cold damage; freeze 3 turns with power 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 114.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 21 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. biting gale rune (123 cold damage; freeze 3 turns with power 21)biting gale rune (123 cold damage; freeze 3 turns with power 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 123.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 21 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. schematic: Toxic Cannister Launcherschematic: Toxic Cannister Launcher Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Lorarig LorarigInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +9 (+2 eff.) Fatigue: -10% Changes stats: +3 Cun / +7 Con Changes resistances cap: +7% all Changes resistances penetration: +15% mind Grants telepathy: Dragon Physical save: +19 (+4 eff.) Spell save: +9 (+3 eff.) Life regen: +4.50 Infravision radius: +3 Amulets can have magical properties. |
Uledogas UledogasInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Cun / +3 Con Changes resistances penetration: +5% mind Life regen: +1.30 Equilibrium when hit: +0.04 Mindpower: +8 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +20 Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Yvissra the voratun amulet Yvissra the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +10 (+2 eff.) Armour: +4 Changes stats: +4 Str Changes resistances: +12% physical Changes damage: +10% physical Blindness immunity: +24% Stamina each turn: +1.00 Maximum stamina: +15.00 Spellpower: +6 (+1 eff.) Infravision radius: +9 Sight radius: +2 See invisible: +15 Combat speed: +10% Amulets can have magical properties. |
steel amulet 'Lightningbliss' steel amulet 'Lightningbliss'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 temporal Changes stats: +2 Con Changes resistances: +13% lightning / +14% light / +10% darkness Changes resistances penetration: +10% temporal Changes damage: +9% temporal Physical save: +7 (+1 eff.) Blindness immunity: +30% Stun/Freeze immunity: +20% Life regen: +0.90 Maximum life: +30.00 Amulets can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Duskquake DuskquakeCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +26 (+4 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +15 Dex / +7 Wil / +15 Cun Changes resistances: +9% darkness / +5% arcane Changes damage: +6% blight Mindpower: +15 (+3 eff.) Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 45 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
The Black Ring The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
This item will automatically be transmogrified when you leave the level. truestriking voratun battleaxe of torment (168% power, 4 apr)truestriking voratun battleaxe of torment (168% power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +17 (+2 eff.) Armour penetration: +16 Changes resistances penetration: +13% physical / +17% mind / +17% darkness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. balanced voratun dagger of amnesia (146% power, 9 apr)balanced voratun dagger of amnesia (146% power, 9 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +10 (+1 eff.) Defense: +10 (+2 eff.) Disarm immunity: +39% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. chilling voratun dagger of massacre (158% power, 9 apr)chilling voratun dagger of massacre (158% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 158% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +15 cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. elemental dwarven-steel dagger of massacre (133% power, 7 apr)elemental dwarven-steel dagger of massacre (133% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 134% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +10% acid / +8% fire / +7% lightning / +11% cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun dagger of rage (148% power, 9 apr)voratun dagger of rage (148% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+1 eff.) Changes stats: +4 Str Changes damage: +12% physical Stamina when hit: +2.00 Sharp, short and deadly. |
Korodan the Carrionrace (175% power, 4 apr) Korodan the Carrionrace (175% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +83 insidious poison When wielded/worn: Physical crit. chance: +17.0% Changes resistances: +3% darkness / +12% fire Changes resistances penetration: +10% nature Spell save: +12 (+4 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Latafayn (180% power, 5 apr)Latafayn (180% power, 5 apr) Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 180% Range: 1.6x Uses stat: 125% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage, costing 10 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Merkul's Second Eye Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Eye of the Wyrm (113% power, 24 apr, physical damage) Eye of the Wyrm (113% power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Power: 113% Range: 1.1x Uses stats: 40% Wil, 20% Str, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% fire / 18% lightning When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Changes resistances: +8% acid / +8% physical / +8% cold / +8% fire / +8% lightning Changes damage: +8% lightning / +8% physical / +8% cold / +8% fire / +8% acid Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Blindness immunity: +0% Stun/Freeze immunity: +0% Mindpower: +8 (+2 eff.) Mental crit. chance: +4% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Ice Breath (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe ice in a frontal cone of radius 8. Any target caught in the area will take 380.40 cold damage, will be slowed 20% for three turns, and has a 25% to be frozen for a few turns (higher rank enemies will be frozen for a shorter time). The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in cold drake talents also increases your cold resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Khelakaltholar the pulsing mindstar (107% power, 32 apr, mind damage) Khelakaltholar the pulsing mindstar (107% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Power: 107% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +9.5% Attack speed: 100% On weapon hit: * 13% chance to corrode armour by 30% * Slows global speed by 7% * 40% chance to cause random gloom When wielded/worn: Changes stats: +2 Mag Changes damage: +13% mind Spell save: +30 (+10 eff.) Spellpower: +2 (+0 eff.) Mindpower: +20 (+5 eff.) Mental crit. chance: +7% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. 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. |
Oozing Heart (115% power, 25 apr, nature slow damage) Oozing Heart (115% power, 25 apr, nature slow damage)Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 115% Range: 1.1x Uses stats: 50% Wil, 20% Cun Damage type: Nature slow Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+5 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 183.21 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
pulsing mindstar 'Bethewen' (107% power, 32 apr, nature damage) pulsing mindstar 'Bethewen' (107% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 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 dreams of an epiphany. Power: 107% Range: 1.1x Uses stats: 45% 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% When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+0 eff.) Effects when hit in melee: * Slows global speed by 6% Changes stats: +1 Str / +2 Dex / +3 Mag / +3 Con Changes resistances: +13% mind Changes damage: +5% nature Mental save: +6 (+2 eff.) Life regen: +1.10 Stamina each turn: +0.20 Only die when reaching: -60.00 life Maximum life: +34.00 Maximum psi: +26.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Galemaim the drakeskin leather slingGalemaim the drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * Slows global speed by 20% When wielded/worn: Accuracy: +28 (+4 eff.) Physical crit. chance: +30.0% Armour: +4 Changes resistances: +18% lightning / +3% physical Changes damage: +22% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Mental save: +6 (+2 eff.) Resist all after a teleport: +2% Slings are used to hurl stones or metal shots at your foes. |
Gravitational Staff (136% power, 8 apr, physical element) Gravitational Staff (136% power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+4 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 14 power out of 14/14) : Effective talent level: 3.0 Power cost: 14 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 60.42 physical (gravity) damage. Each target moved beyond the first increases the damage by 7.55 (up to a maximum of 30.21 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Plague-Fire Sceptre (127% power, 4 apr, physical element) Plague-Fire Sceptre (127% power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 127% Range: 1.2x Uses stat: 150% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire Spellpower: +27 (+5 eff.) Spell crit. chance: +7% Plaguefire detonates when its victim dies, spreading to other enemies up to two times. It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat, costing 15 power out of 15/15. The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
This item will automatically be transmogrified when you leave the level. cruel yew starstaff of power (120% power, 4 apr, darkness element)cruel yew starstaff of power (120% power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +17 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Blindsweeper' (136% power, 6 apr, fire element) dragonbone magestaff 'Blindsweeper' (136% power, 6 apr, fire element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to blind Burst (radius 2) on crit: +8 light When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +23.0% Physical power: +13 (+3 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +7 Con Changes resistances: +9% acid / +6% temporal / +12% lightning Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +33.00% Life regen: +1.70 Spellpower: +30 (+5 eff.) Spell crit. chance: +9% Healing mod.: +30% Staves designed for wielders of magic, by the greats of the art. |
Glareward GlarewardRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * 20% chance to corrode armour by 30% Travel speed: +600% Damage (Ranged): +17 ice / +35 nature Burst (radius 1) on hit: +6 light Attacks use: 2.0 Steam When wielded/worn: Armour: +11 Changes resistances: +6% acid / +3% fire / +5% arcane / +8% all Changes resistances penetration: +15% cold / +12% nature / +22% physical Changes damage: +18% physical Light radius: +1 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. gunslinger's dwarven-steel steamgun of powergunslinger's dwarven-steel steamgun of power Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +14% physical Changes damage: +28% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. runic dwarven-steel steamgun of true shotrunic dwarven-steel steamgun of true shot Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +9 When this weapon hits: Arcane Vortex (10% chance level 3). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +11 (+1 eff.) Physical crit. chance: +5.0% Changes stats: +5 Mag Changes damage: +11% arcane Spellpower: +11 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Scorpion's Tail (133% power, 8 apr) Scorpion's Tail (133% power, 8 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Power: 134% Range: 1.1x Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Disarm (10% chance level 3). Damage (Melee): +22 poison / +22 bleed When wielded/worn: Accuracy: +10 (+1 eff.) See stealth: +9 See invisible: +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
Aeruyatir AeruyatirInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +4 Fatigue: +0% Changes stats: +5 Con Changes resistances: +12% fire / +10% cold Changes damage: +6% physical Maximum encumbrance: +0 Physical save: +15 (+3 eff.) Mental save: +12 (+3 eff.) Life regen: +0.40 Stamina each turn: +0.40 Mana each turn: +0.00 Psi each turn: +0.00 Only die when reaching: -60.00 life Mindpower: +18 (+4 eff.) Healing mod.: +10% A belt that goes around your waist. |
Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Anofang the elven-silk cloak (3 def, 0 armour) Anofang the elven-silk cloak (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Str / +2 Wil / +3 Con Changes resistances: +19% blight / +0% lightning / +21% darkness / +14% nature Changes resistances penetration: +20% darkness / +15% mind Changes damage: +22% darkness Grants telepathy: Dragon Stealth bonus: +24 Mental save: +3 (+1 eff.) Stun/Freeze immunity: +0% Life regen: +3.00 Mindpower: +8 (+2 eff.) Healing mod.: +26% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pressurizer (8 def, 0 armour) Pressurizer (8 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +3 Dex Talent masteries: +0.10 Steamtech / Automation +0.10 Steamtech / Avoidance Steampower: +10 (+2 eff.) Steam crit. chance: +10% This cloak hides and protects a series of powerful steam compressors. |
This item will automatically be transmogrified when you leave the level. elven-silk cloak 'Veletta' (13 def, 0 armour)elven-silk cloak 'Veletta' (13 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+3 eff.) Ranged Defense: +10 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Cun / +4 Con Changes resistances: +25% darkness Changes resistances penetration: +20% darkness Changes damage: +25% darkness Stealth bonus: +25 Poison immunity: +25% Disease immunity: +10% Confusion immunity: +15% Stun/Freeze immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. spellcowled cashmere cloak (2 def, 0 armour)spellcowled cashmere cloak (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Mag / +4 Wil Spell save: +8 (+3 eff.) Maximum mana: +56.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hurysus (5 def, 0 armour) Hurysus (5 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Fatigue: -2% Changes stats: +1 Cun / +18 Con Changes resistances: +15% blight / +12% temporal Changes damage: +31% nature Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Poison immunity: +95% Disease immunity: +77% Life regen: +4.90 Maximum life: +70.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. shimmering cashmere robe of light (+22%) (2 def, 0 armour)shimmering cashmere robe of light (+22%) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +22% light Changes damage: +15% arcane / +15% light Maximum mana: +42.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Ragurek' (3 def, 0 armour) silk robe 'Ragurek' (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +0 Armour Hardiness: +0% Defense: +3 (+1 eff.) Fatigue: +0% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Str / +6 Mag / +8 Wil Changes resistances: +12% lightning / +11% cold / +12% blight Changes resistances penetration: +10% arcane Changes damage: +16% lightning / +12% physical / +9% cold Mental save: +24 (+6 eff.) Life regen: +2.40 Mana each turn: +0.04 Maximum life: +75.00 Spellpower: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +5% Healing mod.: +25% Damage Shield penetration: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. sunsealed woollen robe (4 def, 5 armour)sunsealed woollen robe (4 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +5 Defense: +4 (+1 eff.) Changes stats: +5 Mag Changes resistances: +9% light / +6% darkness Changes damage: +11% light Maximum life: +35.00 Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
This item will automatically be transmogrified when you leave the level. eldritch pair of dwarven-steel boots (0 def, 4 armour)eldritch pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag / +3 Wil Mana each turn: +0.34 Maximum mana: +43.00 Spell crit. chance: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (6 def, 8 armour) 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 (+1 eff.) Spell save: +15 (+5 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 125% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence 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 192.64 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. |
Corrupted Gaze (4 def, 8 armour) Corrupted Gaze (4 def, 8 armour)Requires: - Magic 16 - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +5 Mag / +3 Wil / +4 Cun Changes resistances: +10% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.10 Corruption / Vim Disease immunity: +40% See stealth: +12 See invisible: +12 It can be used to activate talent Vimsense (costing 25 power out of 32/32) : Effective talent level: 3.0 Power cost: 25 out of 32/32. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 6%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
This item will automatically be transmogrified when you leave the level. Shadewilter the drakeskin leather hat (0 def, 5 armour)Shadewilter the drakeskin leather hat (0 def, 5 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +9 Dex Changes resistances: +13% acid / +6% darkness / +15% lightning / +12% cold / +24% mind / +15% fire Changes resistances penetration: +10% fire Changes damage: +6% blight Spell save: +18 (+6 eff.) Mental save: +30 (+8 eff.) Confusion immunity: +50% Spellpower: +14 (+2 eff.) A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level. bladed hardened leather hat of sanctity (0 def, 3 armour)bladed hardened leather hat of sanctity (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 7 physical Changes stats: +4 Str Changes resistances: +10% blight / +11% darkness Spell save: +9 (+3 eff.) Mental save: +10 (+3 eff.) It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 702.1 Physical damage. If the attack hits, the target is confused (47% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level. eldritch cashmere wizard hat (2 def, 0 armour)eldritch cashmere wizard hat (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Mana each turn: +1.80 Mana when hit: +1.80 Maximum mana: +73.00 Spellpower: +8 (+1 eff.) It can be used to activate talent Manaflow, 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 Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 7 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. hardened steel mail armour of implacability (2 def, 19 armour)hardened steel mail armour of implacability (2 def, 19 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +19 Defense: +2 (+0 eff.) Fatigue: +8% Changes resistances: +9% acid / +9% physical / +8% cold / +7% lightning / +9% fire Physical save: +9 (+2 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. marauder's drakeskin leather armour of the wind (26 def, 8 armour)marauder's drakeskin leather armour of the wind (26 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +7.0% Armour: +8 Defense: +26 (+6 eff.) Fatigue: +8% Changes stats: +7 Str / +9 Dex Physical save: +16 (+3 eff.) Stamina each turn: +1.20 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 5.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 297 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 60 block)Requires: - Strength 25 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +10 Defense: +9 (+2 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Quiver of the Sun (22/25, 142% power, 15 apr) Quiver of the Sun (22/25, 142% power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 142% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Bright light Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Void Quiver (0/0, 156% power, 30 apr) Void Quiver (0/0, 156% power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 156% Range: 1.4x Uses stats: 70% Dex, 10% Mag, 50% Str Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
This item will automatically be transmogrified when you leave the level. sentry's quiver of ash arrows of daylight (58/58, 132% power, 16 apr)sentry's quiver of ash arrows of daylight (58/58, 132% power, 16 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 132% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +1.5% Capacity: 58 Turns elapse between self-loadings: 3 Damage (Ranged): +11 light Damage against: +20% Undead Arrows are used with bows to pierce your foes to death. |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2349 alchemist agate 2349 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 onyx 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. |
11 aquamarine 11 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 topaz 19 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. |
iron pickaxe of Reknor (dig speed 19 turns) iron pickaxe of Reknor (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
shattering iron pickaxe (dig speed 19 turns) shattering iron pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances penetration: +11% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
2 emerald 2 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. |
3 jade 3 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 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. |
Arcblow the alchemist's lamp Arcblow the alchemist's lampCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 20 lightning Changes resistances: +6% blight / +6% cold Spell save: +9 (+3 eff.) Mental save: +13 (+4 eff.) Light radius: +6 See stealth: +23 See invisible: +22 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
3 ruby 3 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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 354.20 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Elokira the Radiancelady (51/51, 154% power, 5 apr) Elokira the Radiancelady (51/51, 154% power, 5 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Power: 155% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +18.5% Capacity: 51 On weapon hit: * Slows global speed by 40% * 20 arcane resource burn * 20% chance to torment the target On weapon crit: * cripple the target Damage (Ranged): +8 light / +17 darkness / +17 mind Burst (radius 2) on crit: +12 light When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. elemental pouch of dwarven-steel shots of vileness (21/23, 139% power, 3 apr)elemental pouch of dwarven-steel shots of vileness (21/23, 139% power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 139% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 23 On weapon hit: * 11% chance to disease * Random elemental explosion Damage (Ranged): +11 blight Shots are used with slings to pummel your foes to death. |
amazing air recycler amazing air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
stralite saw projector stralite saw projectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +4 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
voratun back support voratun back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Fatigue: -20% Maximum encumbrance: +50 Tinkers can be attached to normal items to improve them with steam power! |
This item will automatically be transmogrified when you leave the level. Mardagadil the voratun torque of thermal psionic shield [power 171] (20 cooldown)Mardagadil the voratun torque of thermal psionic shield [power 171] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +3 physical / +5 mind / +5 darkness Changes resistances penetration: +15% temporal Changes damage: +6% mind Grants telepathy: Dragon Talents granted: +5 Telekinetic Blast +1 Ward Maximum psi: +56.00 Mindpower: +8 (+2 eff.) It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 171 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Cyranne [power 3] (10 cooldown) Cyranne [power 3] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% temporal Changes resistances penetration: +15% mind / +5% temporal Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to remove up to 3 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
14 amethyst 14 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Artz the Thalore Adventurer level 31
47th Haze 122nd year of Ascendancy at 01:18 see stats
By Artz the Thalore Adventurer level 20
73rd Dusk 122nd year of Ascendancy at 16:33 see stats
By Artz the Thalore Adventurer level 38
7th Decay 122nd year of Ascendancy at 04:45 see stats
By Artz the Thalore Adventurer level 29
39th Haze 122nd year of Ascendancy at 06:41 see stats
By Artz the Thalore Adventurer level 25
18th Haze 122nd year of Ascendancy at 02:03 see stats
By Artz the Thalore Adventurer level 17
61st Dusk 122nd year of Ascendancy at 11:47 see stats
By Artz the Thalore Adventurer level 20
78th Dusk 122nd year of Ascendancy at 16:10 see stats
By Artz the Thalore Adventurer level 31
47th Haze 122nd year of Ascendancy at 03:40 see stats
By Artz the Thalore Adventurer level 10
30th Dusk 122nd year of Ascendancy at 00:20 see stats
By Artz the Thalore Adventurer level 20
63rd Dusk 122nd year of Ascendancy at 10:55 see stats
By Artz the Thalore Adventurer level 30
44th Haze 122nd year of Ascendancy at 04:49 see stats
By Artz the Thalore Adventurer level 40
4th Allure 123rd year of Ascendancy at 21:20 see stats
By Artz the Thalore Adventurer level 33
65th Haze 122nd year of Ascendancy at 07:14 see stats
By Artz the Thalore Adventurer level 33
64th Haze 122nd year of Ascendancy at 22:51 see stats
By Artz the Thalore Adventurer level 28
38th Haze 122nd year of Ascendancy at 13:30 see stats
By Artz the Thalore Adventurer level 20
77th Dusk 122nd year of Ascendancy at 19:36 see stats
By Artz the Thalore Adventurer level 33
64th Haze 122nd year of Ascendancy at 01:01 see stats
By Artz the Thalore Adventurer level 33
62nd Haze 122nd year of Ascendancy at 20:40 see stats
By Artz the Thalore Adventurer level 7
3rd Dusk 122nd year of Ascendancy at 17:40 see stats
By Artz the Thalore Adventurer level 31
47th Haze 122nd year of Ascendancy at 01:18 see stats
By Artz the Thalore Adventurer level 33
64th Haze 122nd year of Ascendancy at 21:38 see stats
By Artz the Thalore Adventurer level 11
56th Dusk 122nd year of Ascendancy at 01:40 see stats
By Artz the Thalore Adventurer level 29
39th Haze 122nd year of Ascendancy at 05:48 see stats
By Artz the Thalore Adventurer level 20
63rd Dusk 122nd year of Ascendancy at 16:51 see stats
By Artz the Thalore Adventurer level 15
59th Dusk 122nd year of Ascendancy at 04:22 see stats
Log
Bleeding from Velynne the temporal stalker hits Artz for (11 resist armour), 0 physical (0 total damage).
Ran for 2 turns (stop reason: taken damage).
Artz's mind surges with critical power!
Artz is invigorated by the attack!
Artz stops bleeding.
Deadly Poison from Velynne the temporal stalker hits Artz for (37 antimagic), 0 nature (0 total damage).
Ran for 2 turns (stop reason: taken damage).
Artz's mind surges with critical power!
Artz is invigorated by the attack!
Deadly Poison from Velynne the temporal stalker hits Artz for (37 antimagic), 0 nature (0 total damage).
Artz is no longer poisoned.
Artz isn't moving as defensively anymore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Artz is no longer attuned.
Artz's skin returns to normal.
Ran for 12 turns (stop reason: hostile spotted to the north (golem (servant of Salybrewen the dredgling) - offscreen)).
Saving game...
Saving done.
Artz deactivates Molten Iron Blood.
Artz deactivates Blade Flurry.
Artz deactivates Wild Growth.
Artz deactivates Augmentation.
Artz deactivates Antimagic Shield.
Artz tessellates his cloak!
Artz deactivates Striking Stance.