











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Wall Clock 1.7.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cloak Reminder 1.7.0Pops up a reminder if your undead character changes zones or uses the Rod of Recall while not wearing the Cloak of Deception. Frequently Asked Questions: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.7.4Official 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:
Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Drem |
Class | Stone Warden |
Level / Exp | 50 / 1880% |
Size | big |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 69 (base 34) |
Dexterity | 49 (base 8) |
Constitution | 29 (base 10) |
Magic | 108 (base 60) |
Willpower | 128 (base 62) |
Cunning | 138 (base 64) |
Resources
Life | 1642/1642 |
Mana | 919/919 |
Equilibrium | 45 |
Steam | 80/100 |
Healing Factor | 1.6524687383468 |
Regeneration | 16.937804568054 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 19 |
Infravision | 10 |
See Stealth | 94.822180039582 |
See Invisible | 101.82218003958 |
ESP Range | 10 |
ESP Kinds | animal/canine, demon/major, demon/minor |
Offense: Mainhand
Damage | 290 |
Accuracy | 81 |
Crit Chance | 97% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | 138 |
Accuracy | 81 |
Crit Chance | 97% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 107 |
Crit Chance | 62% |
Speed | 1 |
Offense: Mind
Mindpower | 121 |
Crit Chance | 80% |
Speed | 1 |
Offense: Damage Bonus
Light | +51% |
Temporal | +24% |
Fire | +31% |
Physical | +30% |
Mind | +32% |
All | +18% |
Offense: Damage Penetration
Cold | +10% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 135.16360650736 (100%) |
Defense | 59 |
Ranged Defense | 59 |
Fatigue | 26 |
Physical Save | 62 |
Spell Save | 67 |
Mental Save | 78 |
Defense: Resistances
Acid | + 56%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 23%( 70%) |
Cold | + 27%( 70%) |
All | + 19%( 70%) |
Physical | + 32%( 70%) |
Lightning | + 49%( 70%) |
Light | + 47%( 70%) |
Temporal | + 35%( 70%) |
Mind | + 39%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 27%( 70%) |
Nature | + 33%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 70% |
Blind Resistance | 97% |
Silence Resistance | 95% |
Bleed Resistance | 70% |
Teleport Resistance | 100% |
Disarm Resistance | 90% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 137% efficiency and cooldown mod of 51%. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 128 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 235% efficiency and cooldown mod of 60%. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 913% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch shield | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Spell / Deeprock | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Race / Drem | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Stone Vines |
talent | Eldritch Infusion |
talent | Chant of Fortress |
talent | Shards |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Possessed. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * 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: 57. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +25 (+5 eff.) Physical crit. chance: +3.0% Physical power: +25 (+3 eff.) Armour: +9 Defense: +20 (+5 eff.) Fatigue: +3% Changes resistances: +4% physical Physical save: +18 (+4 eff.) Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% Only die when reaching: -40.00 life Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes damage: +20% light Mental save: +10 (+2 eff.) Blindness immunity: +37% Confusion immunity: +22% Light radius: +14 See stealth: +44 See invisible: +37 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Mag / +10 Wil / +10 Con Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +60% Silence immunity: +50% Confusion immunity: +60% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +20.0% Armour: +8 Fatigue: +5% Effects on melee hit: * 25% chance to reduce all saves and defense by 56 Damage (Melee): 29 mind / 32 darkness Changes stats: +4 Wil Changes resistances penetration: +10% mind Changes damage: +3% mind Talent granted: +4 Iron Grip Critical mult.: +15.00% Mental save: +7 (+2 eff.) Disarm immunity: +90% Maximum life: +77.00 Spell crit. chance: +18% Mindpower: +41 (+6 eff.) Mental crit. chance: +13% When used to modify unarmed attacks: Power: 155% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +15 Crit. chance: +21.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Fatigue: -9% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +15 Str / +9 Wil / +2 Cun Changes damage: +13% fire / +11% mind / +6% temporal Mental save: +15 (+3 eff.) Maximum hate: +8.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +14% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+2 eff.) Armour: +6 Defense: +48 (+12 eff.) Damage when hit (Melee): 34 darkness Changes stats: +7 Mag / +14 Wil / +17 Cun Changes resistances penetration: +10% cold Changes damage: +9% all / +12% physical Grants telepathy: Demon/Major Demon/Minor Spellpower: +26 (+4 eff.) Mindpower: +15 (+2 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Effects on melee hit: * 22% chance to reduce strength, dexterity, and constitution by 41 Changes stats: +9 Dex / +8 Mag / +8 Wil / +10 Cun Changes resistances: +6% blight Silence immunity: +45% Stun/Freeze immunity: +60% Mana each turn: +0.30 Psi when hit: +0.12 Maximum psi: +40.00 Spellpower: +15 (+2 eff.) Mental crit. chance: +1% Rings make your fingers look great! |
Around neck | ![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | ![]() Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 182% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +197 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +10 Fatigue: +8% Changes stats: +1 Str / +11 Dex Changes resistances: +10% temporal Talent granted: +1 Block Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 18 cooldown : Effective talent level: 5.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (602) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Physical power: +4 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 87% Changes stats: +5 Str / +9 Dex / +4 Wil / +8 Cun Changes resistances: +3% acid / +9% temporal / +3% darkness / +5% arcane / +3% lightning Physical save: +14 (+3 eff.) Spell save: +21 (+5 eff.) Mental save: +12 (+3 eff.) Mental crit. chance: +8% Size category: +1 A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 48 Powered by arcane forces Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 173% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +204 Damage (Melee): +17 nature When wielded/worn: Armour: +10 Fatigue: +8% Effects when hit in melee: * 41% chance to reduce strength, dexterity, and constitution by 41 * 47% chance to reduce damage dealt by 44% Changes stats: +2 Cun / +3 Wil Changes resistances: +12% acid / +10% lightning / +19% light / +10% fire / +17% blight / +10% cold / +17% nature / +16% darkness Talent granted: +1 Block Spell save: +9 (+2 eff.) Equilibrium when hit: +0.04 Maximum life: +114.00 Mindpower: +25 (+4 eff.) Handheld deflection devices. |
Cloak | ![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +50 (+10 eff.) Armour penetration: +15 Defense: +3 (+1 eff.) Fatigue: -10% Changes stats: +4 Wil Changes resistances: +12% blight / +24% lightning Changes damage: +3% light Critical mult.: +21.00% Stealth bonus: +11 Spell save: +19 (+4 eff.) Mental save: +14 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +95.00 Maximum stamina: +26.00 Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+3 eff.) Mental save: +25 (+5 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Confusion immunity: +100% Fear immunity: +100% Life regen: +10.00 Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 9 power out of 25/25) : Effective talent level: 2.0 Power cost: 9 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 19 Armour, 28 Defense and your attacks will gain 35% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
![]() 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 140% efficiency and cooldown mod of 88%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 122% efficiency and cooldown mod of 59%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 114% efficiency and cooldown mod of 65%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 234% efficiency and cooldown mod of 73%. 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.. |
![]() 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 275% efficiency and cooldown mod of 71%. 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.. |
![]() 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 20.0 steam per turn. Can be activated for an instant burst of 100 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.. |
![]() 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: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.9 steam per turn. Can be activated for an instant burst of 74 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.. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 300 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 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 increase movement speed by 758% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 523% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 730% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 615 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 386 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 391 life over 5 turns. 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 44% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 3 temporal, 3 cold, 4 nature, 2 physical It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 171 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 522 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 519 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 777 damage for 8 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 669 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 422 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 677 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 464 damage for 7 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 426 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 54 up to 4 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 65 up to 6 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 21 up to 7 times. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Poison immunity: +20% Cut immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -80.00 life Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+0 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 36 power out of 60/60. The evilness of undeath radiates from this amulet. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +10 Defense: +25 (+7 eff.) Changes stats: +4 Mag / +3 Wil Changes damage: +9% physical Physical save: +16 (+4 eff.) Spell save: +18 (+4 eff.) Mental save: +19 (+4 eff.) Maximum stamina: +30.00 Light radius: +3 Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Damage when hit (Melee): 4 mind Changes resistances: +6% fire Changes resistances penetration: +20% mind Changes damage: +6% physical Equilibrium when hit: +0.28 Hate when firing a critical mind attack: +5.00 Mindpower: +15 (+2 eff.) Combat speed: +10% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +2% physical / +17% temporal / +5% arcane / +6% mind Changes damage: +3% lightning Physical save: +18 (+4 eff.) Disarm immunity: +20% Pinning immunity: +33% Knockback immunity: +33% Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+1 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 18 power out of 60/60) : Effective talent level: 3.0 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 44 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +2 Armour: +8 Defense: +12 (+3 eff.) Changes stats: +13 Lck Changes resistances: +10% physical Changes damage: +6% physical Physical save: +19 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: +19 (+4 eff.) Stamina each turn: +0.50 Only die when reaching: -80.00 life Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 44% Changes resistances: +21% lightning Changes resistances penetration: +15% darkness Changes damage: +18% lightning / +15% light Physical save: +16 (+4 eff.) Spell save: +18 (+4 eff.) Mental save: +18 (+4 eff.) Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +20 (+5 eff.) Fatigue: -7% Changes stats: +4 Cun / +4 Dex Changes resistances: +4% physical Life regen: +3.00 Only die when reaching: -80.00 life Amulets make your neck look great! |
![]() Infused 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... |
![]() archmage's voratun amulet of magic (+13) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +13 Mag Changes damage: +8% acid / +8% fire / +7% cold / +8% lightning Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Mag Changes damage: +6% acid / +6% fire / +6% cold / +7% lightning Mana each turn: +0.55 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +48.00 Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +19% mind Talent masteries: +0.36 Wild-gift / Call of the wild +0.36 Steamtech / Physics Confusion immunity: +44% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +15 (+4 eff.) Changes stats: +1 Cun / +3 Con Changes resistances: +5% arcane Changes damage: +6% cold Physical save: +12 (+3 eff.) Spell save: +3 (+0 eff.) Disease immunity: +20% Silence immunity: +20% Disarm immunity: +20% Life regen: +3.00 Maximum life: +48.00 Mental crit. chance: +1% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Blindness immunity: +18% Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil / +2 Mag Mental save: +6 (+2 eff.) Confusion immunity: +12% Mana each turn: +0.26 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +22.00 Mindpower: +5 (+1 eff.) Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +11 (+3 eff.) Changes resistances cap: +2% all Talent mastery: +0.30 Spell / Stone alchemy Physical save: +10 (+2 eff.) Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 21% chance to reduce armor by 52% Changes stats: +6 Wil Changes resistances: +15% nature / +16% mind Changes resistances penetration: +26% fire Changes damage: +9% acid / +12% fire Silence immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +2 Wil / +5 Mag Changes resistances: +14% physical Changes resistances penetration: +15% blight Changes damage: +6% physical Reduces incoming crit damage: 15.00% Stamina each turn: +0.70 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Combat speed: +10% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Blindness immunity: +22% Infravision radius: +5 Sight radius: +2 See invisible: +14 Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +3 Wil / +4 Cun / +5 Con Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +18 Fatigue: -6% Changes stats: +8 Dex / +7 Cun / +5 Con Critical mult.: +16.00% Life regen: +3.00 Stamina each turn: +0.70 Movement speed: +10% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Str / +7 Dex / +6 Wil / +6 Cun Amulets make your neck look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +3 Mag / +4 Wil / +4 Cun Changes resistances penetration: +5% acid Changes damage: +15% darkness Mental save: +15 (+3 eff.) Confusion immunity: +22% Spellpower: +7 (+1 eff.) Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Effects on melee hit: * 10 arcane resource burn * 15% chance to reduce all saves and defense by 56 Damage (Melee): 28 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 56 Damage (Ranged): 25 physical Changes stats: +7 Dex / +7 Wil / +16 Cun Changes resistances: +9% lightning / +5% arcane / +9% blight Changes resistances penetration: +10% nature Spell save: +3 (+0 eff.) Mental save: +14 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +16 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 44% Damage when hit (Melee): 4 arcane / 4 blight Changes stats: +7 Str / +6 Mag / +7 Cun / +7 Con Maximum mana: +20.00 Spellpower: +25 (+4 eff.) Mindpower: +10 (+2 eff.) Rings make your fingers look great! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +5 Str / +10 Wil / -6 Cun / +11 Con Mental save: +10 (+2 eff.) Life regen: +9.00 Maximum life: +53.00 Mindpower: +10 (+2 eff.) Infravision radius: +3 Healing mod.: +11% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +4 Defense: +30 (+8 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 44% Changes stats: +11 Str Changes resistances: +28% lightning Changes damage: +14% lightning Only die when reaching: -80.00 life Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% mind / +3% fire Changes resistances penetration: +10% darkness Changes damage: +18% mind Mental save: +9 (+2 eff.) Poison immunity: +20% Silence immunity: +20% Confusion immunity: +27% Teleport immunity: +20% Rings make your fingers look great! |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 41 Damage when hit (Melee): 2 cold Changes stats: +10 Str / +10 Con Changes resistances: +28% acid / +6% blight / +61% cold / +25% fire / +27% lightning Changes resistances penetration: +26% blight Changes damage: +37% cold Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+3 eff.) Physical power: +7 (+1 eff.) Changes stats: +7 Dex Changes resistances: +12% mind / +12% cold Changes resistances penetration: +5% cold Changes damage: +3% mind Mental save: +8 (+2 eff.) Confusion immunity: +33% Stun/Freeze immunity: +30% Spellpower: +7 (+1 eff.) Mindpower: +10 (+2 eff.) Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 21% chance to reduce all saves and defense by 56 Damage when hit (Melee): 10 mind / 8 cold Changes stats: +9 Wil Changes resistances: +16% mind / +9% cold Changes damage: +27% nature Mental save: +18 (+4 eff.) Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 6 mind / 8 darkness Changes resistances: +12% darkness / +26% cold Changes resistances penetration: +15% darkness Changes damage: +13% cold Psi when hit: +0.12 Maximum hate: +8.00 Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 30 power out of 50/50) : Effective talent level: 2.0 Power cost: 30 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +2 Physical power: +40 (+5 eff.) Changes stats: +4 Dex Changes resistances: +40% fire Changes damage: +20% fire / +14% all Reduces incoming crit damage: 5.00% Spellpower: +32 (+5 eff.) Mindpower: +33 (+5 eff.) Infravision radius: +3 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +4 Str Changes resistances: +14% temporal / +6% mind / +12% nature Changes damage: +14% temporal Critical mult.: +10.00% Pinning immunity: +20% Maximum life: +20.00 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +6 Changes stats: +3 Wil Changes resistances penetration: +10% physical Stun/Freeze immunity: +30% Life regen: +3.00 Only die when reaching: -80.00 life Maximum psi: +20.00 Mental crit. chance: +3% Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 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." |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 41 Damage when hit (Melee): 2 blight Changes resistances: +26% light / +6% blight Changes resistances penetration: +25% blight / +25% cold Changes damage: +13% light Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Defense: +15 (+4 eff.) Changes stats: +5 Wil Changes resistances: +28% nature / +15% mind Changes damage: +14% nature Life regen: +4.00 See invisible: +9 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +35 (+5 eff.) Changes resistances: +6% physical Changes resistances penetration: +10% physical Changes damage: +8% all Stamina each turn: +3.00 Maximum stamina: +20.00 Spellpower: +20 (+3 eff.) Mindpower: +16 (+2 eff.) Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +17 Physical crit. chance: +3.0% Armour: +4 Defense: +15 (+4 eff.) Fatigue: -10% Effects on melee hit: * 20% chance to reduce armor by 52% Changes stats: +7 Wil / +8 Cun / +3 Con Maximum encumbrance: +40 Stamina each turn: +3.00 Mindpower: +11 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 94% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +6% nature / +3% lightning Changes damage: +3% light Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +23% Rings make your fingers look great! |
![]() Powered 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 Activation costs 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? |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 52% Damage when hit (Melee): 2 lightning Changes resistances: +7% blight / +12% darkness / +7% nature / +6% lightning Changes resistances penetration: +5% acid Changes damage: +6% acid Poison immunity: +11% Disease immunity: +12% Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +8 Wil Spellpower: +12 (+2 eff.) Rings make your fingers look great! |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +21.00 Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +8 Str / +8 Con Changes resistances: +36% darkness Changes damage: +18% darkness Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 41 Changes stats: +6 Dex / +7 Mag / +14 Cun Changes resistances: +12% mind Changes resistances penetration: +10% mind Changes damage: +6% mind Spellpower: +17 (+2 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Damage when hit (Melee): 6 darkness Changes stats: +3 Cun / +11 Wil Changes resistances penetration: +15% light / +10% mind Changes damage: +12% light Equilibrium when hit: +0.08 Spellpower: +11 (+1 eff.) Mindpower: +11 (+2 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Blindness immunity: +23% Infravision radius: +4 See stealth: +11 See invisible: +6 Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Damage (Melee): 28 light Damage (Ranged): 26 light Changes stats: +8 Mag Changes damage: +16% light / +7% all Spellpower: +5 (+0 eff.) Mindpower: +10 (+2 eff.) Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Wil Mental save: +4 (+1 eff.) Spellpower: +5 (+0 eff.) Mindpower: +6 (+1 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +26% darkness Changes damage: +13% darkness Spell save: +14 (+3 eff.) Maximum stamina: +24.00 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +11 Defense: +11 (+3 eff.) Changes stats: +3 Con Spell save: +13 (+3 eff.) Maximum stamina: +10.00 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 94% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Con Spell save: +17 (+4 eff.) Maximum stamina: +22.00 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +7 Cun / +5 Dex Life regen: +12.00 Maximum life: +62.00 Healing mod.: +14% Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Effects on melee hit: * 13% chance to reduce all saves and defense by 56 Damage (Melee): 14 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 56 Damage (Ranged): 15 physical Changes stats: +14 Cun / +8 Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +4 Cun / +7 Dex Changes resistances: +32% acid Changes damage: +16% acid Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +8 (+1 eff.) Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +9 (+1 eff.) Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +4 Wil Stun/Freeze immunity: +25% Life regen: +1.00 Mindpower: +7 (+1 eff.) Rings make your fingers look great! |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 56 Damage (Melee): 7 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 56 Damage (Ranged): 9 physical Changes stats: +2 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings make your fingers look great! |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings make your fingers look great! |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +3 Effects on melee hit: * 20% chance to reduce all saves and defense by 56 Damage (Melee): 35 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 56 Damage (Ranged): 30 physical Changes stats: +8 Cun Changes resistances: +31% lightning / +5% physical / +12% temporal Changes damage: +18% nature Critical mult.: +10.00% Physical save: +18 (+4 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +7 (+2 eff.) Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 56 Damage (Melee): 5 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 56 Damage (Ranged): 5 physical Changes stats: +1 Cun / +5 Mag Spell save: +10 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() hateful voratun battleaxe of ruin (170% 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: 170% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +24 darkness Damage against: +28% Living When wielded/worn: Armour penetration: +20 Physical crit. chance: +21.0% Critical mult.: +40.00% Massive two-handed battleaxes. |
![]() truestriking voratun dagger of massacre (166% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 166% Range: 1.3x Uses stats: 50% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +24 (+5 eff.) Armour penetration: +12 Changes resistances penetration: +15% physical Sharp, short and deadly. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 177% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (radius 2) on crit: +8 acid When wielded/worn: Accuracy: +82 (+17 eff.) Armour penetration: +42 Defense: +20 (+5 eff.) Changes resistances: +6% temporal Changes resistances penetration: +21% physical / +21% all Changes damage: +3% mind Mental save: +12 (+3 eff.) Disarm immunity: +70% Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +4.00 Mental crit. chance: +1% Massive two-handed swords. |
![]() elemental voratun longsword of daylight (151% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 157 lightning damage (1/turn) Damage (Melee): +20 light Damage against: +29% Undead When wielded/worn: Changes resistances penetration: +23% lightning Changes damage: +30% lightning Sharp, long, and deadly. |
![]() truestriking voratun longsword (154% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +22 (+5 eff.) Armour penetration: +15 Changes resistances penetration: +14% physical Sharp, long, and deadly. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +24 fire Damage (radius 2) on crit: +8 darkness When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 44% Damage when hit (Melee): 4 fire Changes stats: +1 Mag Changes resistances: +10% mind Changes resistances penetration: +10% mind / +10% fire Changes damage: +10% mind / +3% darkness Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Psi when hit: +2.50 Hate per kill: +4.00 Psi per kill: +5.00 Maximum mana: +60.00 Mindpower: +22 (+3 eff.) Mental crit. chance: +5% Damage Shield penetration: +20% Damage Resonance (when hit): +25% It can be used to inflict 339.24 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 12 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. |
![]() gifted living mindstar of nightfall (113% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +18% darkness Changes damage: +16% darkness Talent mastery: +0.20 Cursed / Darkness Talent granted: +1 Attune Mindstar Blindness immunity: +25% Mindpower: +22 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() wrathful living mindstar (116% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +6.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +17% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+8 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 120 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() Requires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 67% Dam. multiplier: 100% Firing range: +8 On weapon hit: * 50% chance to reload 1 ammo Travel speed: +600% Attacks use: 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
![]() Duskbiter (158% power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 158% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +100 On weapon hit: * 27% chance to reduce strength, dexterity, and constitution by 41 Damage Shield penetration (this weapon only): +30% Damage (Melee): +19 blight / +12 physical Damage (radius 1) on hit: +27 darkness Damage (radius 2) on crit: +24 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +12 Defense: +10 (+3 eff.) Fatigue: +12% Effects on melee hit: * 27% chance to reduce damage dealt by 44% * 27% chance to reduce all saves and defense by 56 Changes resistances: +7% physical Changes resistances penetration: +15% fire Changes damage: +15% darkness / +12% physical Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() acidic voratun steamsaw of fire resistance (+29%) (149% power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 149% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +93 On weapon crit: * Splash the target with acid dealing 262 damage over 5 turns and reducing armor and accuracy by 33 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes resistances: +29% fire Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() plaguebringer's voratun steamsaw of massacre (166% power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 167% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +100 When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 41 Damage (Melee): +18 blight Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Talent granted: +3 Block Disease immunity: +32% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() wrathful voratun steamsaw of patience (65% power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 152% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +96 Attacks use: 1.0 Steam When used to attack (with talents): Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Damage (radius 2) on crit: +40 light / +40 fire When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% On shield block: * Deals 236 light and fire damage to each enemy blocked Changes resistances: +15% fire / +15% light / +20% temporal Talent granted: +3 Block Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 18 cooldown : Effective talent level: 5.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (602) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() elemental voratun waraxe of daylight (149% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 157 lightning damage (1/turn) Damage (Melee): +16 light Damage against: +30% Undead When wielded/worn: Changes resistances penetration: +30% lightning Changes damage: +26% lightning One-handed war axes. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +3% acid / +9% darkness / +6% lightning Changes resistances penetration: +10% arcane Damage against: +18% Summoned Reduced damage from: +15% Summoned Blindness immunity: +20% Poison immunity: +10% Teleport immunity: +10% A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +7 Str / +11 Dex / +10 Wil / +14 Cun / +5 Con Physical save: +19 (+4 eff.) Spell save: +19 (+4 eff.) Mental save: +19 (+4 eff.) Maximum psi: +50.00 Light radius: +3 A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Damage when hit (Melee): 4 arcane Changes stats: +5 Str Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Maximum mana: +40.00 See invisible: +12 It can be used to create a temporary shield that absorbs 170 damage Activation puts all charms on cooldown for 18 turns. A belt that goes around your waist. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +11 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 44% Changes resistances: +6% light Changes resistances penetration: +20% mind Changes damage: +6% temporal Critical mult.: +9.00% Physical save: +8 (+2 eff.) Spell save: +10 (+2 eff.) Mindpower: +7 (+1 eff.) Size category: +1 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +3.0% Armour: +16 Changes stats: +8 Dex / +5 Cun / +8 Lck Changes resistances penetration: +25% darkness Trap disarming bonus: +19 Stealth bonus: +9 Infravision radius: +4 A belt that goes around your waist. |
![]() Infused 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 (+3 eff.) Mental save: +15 (+3 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. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +7 (+2 eff.) Changes stats: +8 Mag Changes resistances: +1% physical / +6% light / +6% darkness Physical save: +15 (+3 eff.) Mental save: +8 (+2 eff.) Cut immunity: +20% Mana each turn: +0.24 Maximum mana: +32.00 Spellpower: +7 (+1 eff.) Healing mod.: +10% A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +2 Str / +8 Wil / +6 Cun Changes resistances: +9% mind Changes damage: +12% nature Reduces incoming crit damage: 15.00% Maximum life: +67.00 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +8 (+1 eff.) Changes stats: +5 Dex / +3 Wil / +5 Cun / +8 Lck Changes resistances: +10% lightning / +11% temporal / +3% mind / +2% physical Trap disarming bonus: +10 Stealth bonus: +11 Spell save: +8 (+2 eff.) Maximum stamina: +30.00 Maximum hate: +4.00 Infravision radius: +5 Size category: +1 A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Fatigue: -9% Changes stats: +2 Cun / +5 Wil Changes resistances: +12% light / +13% darkness Critical mult.: +23.00% Maximum encumbrance: +52 Mental save: +6 (+2 eff.) Maximum hate: +10.10 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +6% temporal / +6% cold / +3% physical Changes resistances penetration: +25% cold Damage against: +17% Summoned Reduced damage from: +17% Summoned Mental save: +9 (+2 eff.) Confusion immunity: +20% A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all Changes damage: +25% cold It can be used to release a radius 4 chilling blast, instantly dealing 470.82 cold damage and condensing the air into freezing vapors that deal 156.94 cold damage (based on Magic) each turn for 10 turns Activation costs 18 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+7 eff.) Defense: +3 (+1 eff.) Fatigue: -10% Damage when hit (Melee): 12 acid Changes stats: +18 Cun Changes resistances: +24% acid Changes damage: +30% arcane Maximum life: +110.00 Maximum stamina: +24.00 Light radius: +4 Infravision radius: +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +27 (+6 eff.) Defense: +3 (+1 eff.) Fatigue: -8% Changes stats: +4 Str / +4 Con Physical save: +15 (+3 eff.) Maximum life: +185.00 Maximum stamina: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() resilient elven-silk cloak of Eldoral (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Cun / +4 Dex Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() elven-silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +19% blight / +15% all Life regen: +6.00 Maximum life: +91.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 20 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 30 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Fatigue: +8% Changes damage: +15% blight / +15% fire / +15% darkness Spellpower: +13 (+2 eff.) Spell crit. chance: +6% It can be used to activate talent Poison Storm (costing 18 power out of 40/40) : Effective talent level: 3.0 Power cost: 18 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm takes 39.21 blight damage and is poisoned for 156.83 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 56%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 30%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 27% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
![]() Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Talent granted: +5 Rocket Boots Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() dreamer's pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Cun / +6 Wil Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Stamina each turn: +1.10 Maximum stamina: +39.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() invigorating pair of drakeskin leather boots of massiveness (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -10% Changes stats: +10 Str / +7 Con Changes damage: +9% physical Stamina each turn: +0.90 Maximum life: +60.00 Movement speed: +10% Size category: +1 A pair of boots made of leather. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 4 It is part of a set of items. When wielded/worn: Physical power: +12 (+2 eff.) Armour: +3 Changes stats: +3 Wil / +3 Con Changes damage: +10% arcane Spellpower: +12 (+2 eff.) When used to modify unarmed attacks: Power: 140% Range: 1.1x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 100% arcane It can be used to recover the Crystal Focus (destroys this weapon) Activation costs 1 power out of 1/1. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Transformed with the power of the Spellblaze. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Armour: +2 Changes stats: +5 Dex / +10 Wil / +7 Cun Changes damage: +15% darkness / +15% arcane Spell save: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +3% Damage Shield penetration: +30% When used to modify unarmed attacks: Power: 116% Range: 1.1x Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +11 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 3). It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 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. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
![]() Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
![]() bladed drakeskin leather cap of ire (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +14 Str / +6 Con Physical save: +14 (+3 eff.) Mental save: +15 (+3 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() dragonslayer's voratun helm (0 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +13% acid / +14% fire / +15% lightning / +15% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() drakeskin leather cap of precognition (12 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +5 Defense: +12 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 17% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Cun A cap made of leather. |
![]() fearwoven elven-silk wizard hat (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +20% darkness / +18% physical Changes damage: +20% darkness / +20% physical Maximum hate: +14.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
![]() prismatic voratun mail armour (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes resistances: +14% light / +20% darkness A suit of armour made of mail. |
![]() enlightening drakeskin leather armour of lightning resistance (20 def, 8 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +9 Cun / +9 Wil Changes resistances: +30% lightning Mental save: +25 (+5 eff.) A suit of armour made of leather. |
![]() Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Defense: +25 (+7 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat Physical save: +15 (+3 eff.) Spell save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
![]() searing voratun plate armour (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Damage (Melee): 23 acid / 23 fire Damage when hit (Melee): 16 acid / 16 fire Changes resistances: +30% acid / +30% fire A suit of armour made of metal plates. |
![]() Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 162% Range: 1.2x Uses stats: 70% Mag, 100% Str Damage type: Temporal Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Ranged Defense: +10 (+3 eff.) Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+5 eff.) Spellpower: +12 (+2 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 188% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +5.0% Block value: +210 Damage (Melee): +17 lightning / +18 fire / +4 physical When wielded/worn: Armour: +19 Fatigue: +8% Damage when hit (Melee): 20 lightning / 26 fire On shield block: * Cause enemies within radius 6 to bleed for 449 physical damage over 5 turns (1/turn) Changes stats: +6 Str / +5 Dex Changes resistances: +18% lightning / +20% fire / +3% physical Talent granted: +1 Block Maximum stamina: +10.00 Handheld deflection devices. |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 60 power out of 100/100. The very essence of bearness! |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 52% Damage when hit (Melee): 10 mind Changes stats: +5 Str / +8 Dex / +3 Cun / +9 Con Changes damage: +9% acid Light radius: +1 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 48 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 60 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +4 Dex / +7 Mag / +5 Wil / +5 Cun Changes resistances penetration: +25% cold Maximum life: +80.00 Mindpower: +25 (+4 eff.) Mental crit. chance: +4% Light radius: +5 Infravision radius: +3 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 6 light Changes stats: +4 Mag / +1 Wil / +2 Cun Changes resistances: +3% light Changes damage: +9% light Spellpower: +6 (+1 eff.) Mental crit. chance: +4% Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(169 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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) Activation costs 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. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 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 Activation costs 122 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. |
amazing fiery salve [power 33] amazing fiery salve [power 33]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 137% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (33% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing frost salve [power 33] amazing frost salve [power 33]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 137% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (33% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 418] amazing pain suppressor salve [power 418]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 137% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -418 life and reduces all damage by 29% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 6 turns. Medical salve. |
amazing unstoppable force salve [power 133] amazing unstoppable force salve [power 133]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 137% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 133 and healing factor by half Activation puts Talent Medical Injector on cooldown for 11 turns. Medical salve. |
amazing water salve [power 33] amazing water salve [power 33]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 137% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (33% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
great healing salve [power 412] great healing salve [power 412]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 137% efficiency and 51% cooldown modifier. It can be used to heal 412 Activation puts Talent Medical Injector on cooldown for 9 turns. Medical salve. |
![]() Powered 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) Activation costs 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. |
![]() Scaldgash the pouch of voratun shots (22/52, 166% power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 167% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 52 Damage Shield penetration (this weapon only): +41% Damage (Ranged): +27 light / +27 blight / +24 fire / +16 mind / +27 arcane Damage (radius 1) on hit: +12 mind / +27 fire Damage (radius 2) on crit: +24 mind / +24 fire When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Fatigue: -8% Maximum encumbrance: +20 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Changes stats: +4 Cun Mental save: +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Accuracy: +9 (+2 eff.) Light radius: +5 Tinkers can be attached to normal items to improve them with steam power! |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +6 Changes stats: +10 Mag Changes resistances penetration: +15% cold Mana each turn: +0.24 Vim when firing critical spell: +2.00 It can be used to heal yourself and all friendly characters within 10 spaces for 314 Activation puts all charms on cooldown for 9 turns. When used: * Reduce fatigue by 41% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +31 (+7 eff.) Armour: +17 Effects on melee hit: * 21% chance to reduce damage dealt by 44% Changes stats: +8 Dex / +2 Con Critical mult.: +15.00% Maximum stamina: +20.00 It can be used to sting an enemy dealing 661 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 0.00 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. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By 74 Drem SW I the Drem Stone Warden level 37
11st Profit 123rd year of Ascendancy at 17:44 see stats
By 74 Drem SW I the Drem Stone Warden level 37
6th Profit 123rd year of Ascendancy at 22:57 see stats
By 74 Drem SW I the Drem Stone Warden level 37
3rd Acquisition 123rd year of Ascendancy at 11:47 see stats
By 74 Drem SW I the Drem Stone Warden level 41
2nd Wealth 123rd year of Ascendancy at 13:07 see stats
By 74 Drem SW I the Drem Stone Warden level 40
41st Profit 123rd year of Ascendancy at 10:35 see stats
By 74 Drem SW I the Drem Stone Warden level 38
33rd Profit 123rd year of Ascendancy at 00:05 see stats
By 74 Drem SW I the Drem Stone Warden level 47
2nd Loss 123rd year of Ascendancy at 07:40 see stats
By 74 Drem SW I the Drem Stone Warden level 39
36th Profit 123rd year of Ascendancy at 14:39 see stats
By 74 Drem SW I the Drem Stone Warden level 48
27th Loss 123rd year of Ascendancy at 09:20 see stats
By 74 Drem SW I the Drem Stone Warden level 33
41st Stralite 123rd year of Ascendancy at 20:53 see stats
By 74 Drem SW I the Drem Stone Warden level 50
10th Stralite 124th year of Ascendancy at 04:06 see stats
By 74 Drem SW I the Drem Stone Warden level 21
6th Loss 122nd year of Ascendancy at 03:02 see stats
By 74 Drem SW I the Drem Stone Warden level 26
21st Shortage 122nd year of Ascendancy at 12:44 see stats
By 74 Drem SW I the Drem Stone Warden level 24
25th Loss 122nd year of Ascendancy at 08:38 see stats
By 74 Drem SW I the Drem Stone Warden level 50
4th Stralite 124th year of Ascendancy at 21:41 see stats
By 74 Drem SW I the Drem Stone Warden level 34
27th Voratun 123rd year of Ascendancy at 21:15 see stats
By 74 Drem SW I the Drem Stone Warden level 25
27th Loss 122nd year of Ascendancy at 15:57 see stats
By 74 Drem SW I the Drem Stone Warden level 43
3rd Wealth 123rd year of Ascendancy at 02:58 see stats
By 74 Drem SW I the Drem Stone Warden level 10
25th Voratun 122nd year of Ascendancy at 10:07 see stats
By 74 Drem SW I the Drem Stone Warden level 20
12nd Dearth 122nd year of Ascendancy at 04:29 see stats
By 74 Drem SW I the Drem Stone Warden level 30
5th Gold 123rd year of Ascendancy at 23:42 see stats
By 74 Drem SW I the Drem Stone Warden level 40
37th Profit 123rd year of Ascendancy at 15:19 see stats
By 74 Drem SW I the Drem Stone Warden level 50
17th Iron 124th year of Ascendancy at 03:09 see stats
By 74 Drem SW I the Drem Stone Warden level 37
6th Profit 123rd year of Ascendancy at 22:57 see stats
By 74 Drem SW I the Drem Stone Warden level 50
3rd Stralite 124th year of Ascendancy at 18:15 see stats
By 74 Drem SW I the Drem Stone Warden level 50
26th Steel 124th year of Ascendancy at 22:11 see stats
By 74 Drem SW I the Drem Stone Warden level 21
45th Dearth 122nd year of Ascendancy at 17:36 see stats
By 74 Drem SW I the Drem Stone Warden level 50
39th Steel 124th year of Ascendancy at 19:39 see stats
By 74 Drem SW I the Drem Stone Warden level 33
23rd Voratun 123rd year of Ascendancy at 13:04 see stats
By 74 Drem SW I the Drem Stone Warden level 23
21st Loss 122nd year of Ascendancy at 18:09 see stats
By 74 Drem SW I the Drem Stone Warden level 39
37th Profit 123rd year of Ascendancy at 12:05 see stats
By 74 Drem SW I the Drem Stone Warden level 50
10th Stralite 124th year of Ascendancy at 04:05 see stats
By 74 Drem SW I the Drem Stone Warden level 37
6th Profit 123rd year of Ascendancy at 22:57 see stats
By 74 Drem SW I the Drem Stone Warden level 12
21st Profit 122nd year of Ascendancy at 07:09 see stats
By 74 Drem SW I the Drem Stone Warden level 8
22nd Voratun 122nd year of Ascendancy at 20:19 see stats
By 74 Drem SW I the Drem Stone Warden level 37
6th Profit 123rd year of Ascendancy at 22:57 see stats
By 74 Drem SW I the Drem Stone Warden level 50
10th Stralite 124th year of Ascendancy at 04:06 see stats
By 74 Drem SW I the Drem Stone Warden level 40
44th Profit 123rd year of Ascendancy at 12:24 see stats
By 74 Drem SW I the Drem Stone Warden level 10
31st Voratun 122nd year of Ascendancy at 08:18 see stats
By 74 Drem SW I the Drem Stone Warden level 44
22nd Wealth 123rd year of Ascendancy at 08:34 see stats
By 74 Drem SW I the Drem Stone Warden level 50
16th Gold 124th year of Ascendancy at 09:59 see stats
By 74 Drem SW I the Drem Stone Warden level 23
23rd Loss 122nd year of Ascendancy at 10:58 see stats
By 74 Drem SW I the Drem Stone Warden level 18
18th Wealth 122nd year of Ascendancy at 17:37 see stats
By 74 Drem SW I the Drem Stone Warden level 36
1st Acquisition 123rd year of Ascendancy at 21:46 see stats
By 74 Drem SW I the Drem Stone Warden level 50
21st Gold 124th year of Ascendancy at 21:17 see stats
Log
Talent Implant: Medical Injector is ready to use.
Talent Eldritch Fury is ready to use.
74 Drem SW I picks up ( .): hateful voratun battleaxe of ruin (170% power, 4 apr).
Talent Eldritch Stone is ready to use.
74 Drem SW I picks up ( .): gifted living mindstar of nightfall (113% power, 40 apr, mind damage).
74 Drem SW I picks up ( .): acidic voratun steamsaw of fire resistance (+29%) (149% power, 0 apr).
You pickup 1.00 gold pieces.
Talent Frenzy is ready to use.
74 Drem SW I brandishes the Burning Star which radiates in all directions!
74 Drem SW I picks up ( .): prismatic voratun mail armour (5 def, 10 armour).
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 44 turns (stop reason: all resources and life at maximum).
74 Drem SW I uses Track.
Resting starts...
Talent Track is ready to use.
Rested for 19 turns (stop reason: all resources and life at maximum).
There is nothing to pick up here.