











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! 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: 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: 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. 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: 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 | Female |
Race | Skeleton |
Class | Demonologist |
Level / Exp | 31 / 54% |
Size | medium |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 76 (base 46) |
Dexterity | 19 (base 10) |
Constitution | 16 (base 12) |
Magic | 72 (base 47) |
Willpower | 8 (base 10) |
Cunning | 59 (base 40) |
Resources
Life | 1060/1060 |
Steam | 100/100 |
Stamina | 187/187 |
Vim | 214/214 |
Healing Factor | 1.2045771506546 |
Regeneration | 0.30114428766365 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 6 |
See Stealth | 42.114050962765 |
See Invisible | 48.114050962765 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 96 |
Accuracy | 60 |
Crit Chance | 19% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 67 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +15% |
Light | +27% |
Physical | +15% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 75.713305850079 (93.607947236566%) |
Defense | 42 |
Ranged Defense | 45 |
Fatigue | 47 |
Physical Save | 42 |
Spell Save | 34 |
Mental Save | 47 |
Defense: Resistances
Acid | + 55%( 70%) |
Blight | + 15%( 70%) |
Physical | + 5%( 70%) |
Cold | + 15%( 70%) |
All | 0%( 70%) |
Lightning | + 31%( 70%) |
Temporal | + 23%( 70%) |
Fire | + 30%( 70%) |
Darkness | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 41% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 31% |
Silence Resistance | 20% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 60% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 50%. |
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 80% efficiency and cooldown mod of 50%. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Strength stat. |
Class Talents
Corruption / Infernal combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Corruption / Doom covenant | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Corruption / Demonic pact | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 4/5 |
| 3/5 |
Corruption / Black-magic | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Hardened Core |
talent | Bleak Outcome |
talent | Chant of Fortitude |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+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 repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 67. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed honey tree root. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed electric eel tail. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
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 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +9 (+1 eff.) Armour: +5 Fatigue: +2% Changes damage: +15% physical Physical save: +15 (+5 eff.) Blindness immunity: +10% Silence immunity: +20% Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% 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 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +15% darkness Blindness immunity: +21% Confusion immunity: +11% Light radius: +4 Infravision radius: +6 See stealth: +6 See invisible: +12 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 5.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 8 turns. The radius will increase with your Cunning. 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. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +20 (+4 eff.) Defense: +21 (+7 eff.) Changes stats: +6 Cun Changes resistances: +6% fire / +7% cold Mental save: +9 (+3 eff.) Stamina each turn: +3.00 A pointy cloth hat, very wizardly... |
On hands | ![]() 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) Talent granted: +3 Iron Grip Disarm immunity: +120% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun 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. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +25 (+6 eff.) Changes stats: +4 Str Critical mult.: +5.00% Stamina each turn: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +40.00 It can be used to setup a psionic shield, reducing all damage taken by 53 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -7% Changes resistances: +3% fire Talent granted: +5 Bloodcasting Reduces incoming crit damage: 5.00% Maximum encumbrance: +20 Physical save: +6 (+2 eff.) Disarm immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +10% Stamina each turn: +5.20 Vim each turn: +4.00 Healing mod.: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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 (+5 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-3 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: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 120% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +10 (+2 eff.) Changes stats: +2 Dex Changes damage: +3% fire Talent granted: +4 Cursed Arm Maximum stamina: +20.00 Blunt and deadly. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +3 Cun / +3 Wil Damage against: +17% Summoned Reduced damage from: +15% Summoned Spell save: +6 (+3 eff.) Poison immunity: +20% Only die when reaching: -60.00 life A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 160% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+7 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +30% Talents granted: +5 Blood Shield +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +24% lightning Changes damage: +27% light Disarm immunity: +10% Stun/Freeze immunity: +60% Teleport immunity: +20% Only die when reaching: -80.00 life Maximum life: +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 89% efficiency and cooldown mod of 68%. 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: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 101% efficiency and cooldown mod of 72%. 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: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 124% efficiency and cooldown mod of 81%. 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: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 160% efficiency and cooldown mod of 92%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 181% efficiency and cooldown mod of 77%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 159% efficiency and cooldown mod of 73%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.1 steam per turn. Can be activated for an instant burst of 40 steam. 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: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.7 steam per turn. Can be activated for an instant burst of 49 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 177 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 501% 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 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 894% 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 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. |
![]() 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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 882% 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 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 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: 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. 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: 5 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 19%, your defense is increased by 19 and all your resistances by 19%. 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: 15 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 11%, your defense is increased by 11 and all your resistances by 11%. 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: 7 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand 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 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 63 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 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: 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 152 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 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: 13 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 102 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. 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 193 damage for 4 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: 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 217 damage for 4 turns. 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 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 30 up to 3 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. |
![]() 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. |
![]() 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str / +3 Dex / +2 Con Changes resistances: +3% fire Talent mastery: +0.12 Steamtech / Chemistry Maximum hate: +8.00 Amulets make your neck look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -12% Changes stats: +3 Wil Mental save: +7 (+2 eff.) Confusion immunity: +13% Life regen: +4.00 Psi when hit: +0.08 Mindpower: +28 (+9 eff.) Light radius: +3 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... |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +16 Defense: +25 (+8 eff.) Changes stats: +2 Con Changes resistances penetration: +20% physical Physical save: +6 (+2 eff.) Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% mind Confusion immunity: +25% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +1.0% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 30 Changes stats: +1 Str Changes resistances: +11% fire / +11% cold Changes damage: +3% mind Critical mult.: +5.00% 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: +0.16 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +25.00 Mindpower: +7 (+2 eff.) Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Changes stats: +4 Cun Changes resistances cap: +4% all Physical save: +10 (+4 eff.) Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +6 (+2 eff.) Changes resistances cap: +4% all Talent mastery: +0.20 Cunning / Survival Physical save: +10 (+4 eff.) Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex Life regen: +2.00 Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical save: +10 (+4 eff.) Spell save: +11 (+6 eff.) Mental save: +10 (+3 eff.) Amulets make your neck look great! |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 30 * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Mag / +2 Wil / +4 Con Changes resistances penetration: +5% blight Mental save: +8 (+2 eff.) Confusion immunity: +10% Mindpower: +7 (+2 eff.) Amulets make your neck look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 nature Changes stats: +6 Cun / +7 Dex Changes resistances: +3% light / +6% darkness 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: * 20 arcane resource burn * 10% chance to reduce all saves and defense by 30 Changes resistances: +9% cold / +12% mind / +9% nature Changes damage: +12% mind / +15% darkness Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid / +6% darkness Changes resistances penetration: +10% mind Changes damage: +11% acid Hate when firing a critical mind attack: +1.00 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +24% Life regen: +2.00 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Life regen: +7.00 Maximum life: +64.00 Healing mod.: +12% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Rings make your fingers look great! |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +4 Mag Changes resistances: +28% nature Changes damage: +14% nature Spellpower: +8 (+2 eff.) Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +10 (+3 eff.) Changes stats: +5 Wil / +2 Con Changes resistances: +24% acid Changes resistances penetration: +25% arcane Changes damage: +12% acid / +12% blight Critical mult.: +10.00% Mana when firing critical spell: +2.00 Rings make your fingers look great! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +5% nature / +5% blight Mental save: +7 (+2 eff.) Poison immunity: +12% Disease immunity: +13% Confusion immunity: +31% Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Life regen: +7.00 Maximum life: +51.00 Healing mod.: +13% Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Rings make your fingers look great! |
![]() Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 165% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +8 light / +12 lightning When wielded/worn: Changes stats: +13 Str / +13 Dex / +13 Mag / +13 Wil / +13 Cun / +13 Con Changes resistances penetration: +10% lightning Changes damage: +3% light / +18% lightning Light radius: +2 Massive two-handed mauls. |
![]() Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 156% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 nature When wielded/worn: Changes stats: +6 Str / +10 Dex / +6 Mag / +6 Wil / +10 Cun / +10 Con Massive two-handed swords. |
![]() Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-12 eff.) Mindpower: +9 (+3 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +7 (+2 eff.) Disarm immunity: +25% Sharp, long, and deadly. |
![]() Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 135% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Changes resistances: +3% physical Changes resistances penetration: +10% light Spell save: +9 (+5 eff.) Only die when reaching: -80.00 life Blunt and deadly. |
![]() Requires: - Strength 24 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Power: 131% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 30 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (Melee): +8 blight When wielded/worn: Changes stats: +8 Con / +7 Wil Changes resistances: +12% mind / +5% arcane Disease immunity: +18% Maximum life: +28.00 Blunt and deadly. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Power: 161% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 110 damage When wielded/worn: Armour penetration: +10 Physical crit. chance: +9.0% Damage when hit (Melee): 4 arcane / 10 light Changes resistances penetration: +10% light / +5% arcane Critical mult.: +18.00% Blunt and deadly. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Power: 121% Range: 1.2x Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+5 eff.) It can be used to activate talent Arcane Supremacy (costing 17 power out of 20/20) : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() Requires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Attack speed: 100% Dam. multiplier: 120% Firing range: +7 On weapon hit: * every third hit always crits. Travel speed: +600% Attacks use: 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
![]() Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 2 Power: 109% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +24 On weapon crit: * Splash the target with acid dealing 183 damage over 5 turns and reducing armor and accuracy by 23 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +3 Cun / +3 Str Changes resistances: +11% temporal Changes resistances penetration: +10% cold Changes damage: +6% cold / +5% physical Talent granted: +1 Block Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 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 (351) is absorbed, or the time runs out (8 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! |
![]() 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. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 4 cold Changes stats: +4 Wil Changes damage: +6% blight / +9% cold Maximum encumbrance: +36 Spell save: +9 (+5 eff.) Mana each turn: +0.16 Maximum vim: +20.00 Damage Shield penetration: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 51 power out of 60/60) : Effective talent level: 1.0 Power cost: 51 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 125.53 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +6 (+2 eff.) Changes resistances: +3% cold Changes resistances penetration: +10% cold Physical save: +3 (+1 eff.) Only die when reaching: -80.00 life Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+3 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +1 Armour: +3 Fatigue: -2% Changes resistances: +2% physical Changes resistances penetration: +5% lightning Critical mult.: +5.00% Maximum encumbrance: +21 Physical save: +12 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Silence immunity: +23% Confusion immunity: +25% Stun/Freeze immunity: +20% A pair of boots made of leather. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Silence immunity: +27% Confusion immunity: +22% Stun/Freeze immunity: +34% A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Effects on melee hit: * 20% chance to reduce armor by 41% Changes resistances: +15% fire Physical save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Life regen: +4.00 Only die when reaching: -80.00 life Maximum life: +87.00 When used to modify unarmed attacks: Power: 109% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +14 Fatigue: +3% Damage (Melee): 8 nature Changes resistances: +7% nature Changes damage: +5% nature Stamina each turn: +2.00 Equilibrium when hit: +0.16 Mindpower: +25 (+8 eff.) When used to modify unarmed attacks: Power: 116% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Venomous Breath (10% chance level 3). Damage (radius 2) on crit: +8 nature Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 mind Changes resistances: +3% acid / +6% mind / +6% light Changes damage: +4% mind Disease immunity: +10% Confusion immunity: +20% Knockback immunity: +10% Teleport immunity: +20% Life regen: +4.00 When used to modify unarmed attacks: Power: 95% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Psychic Lobotomy (20% chance level 1). Damage (radius 2) on crit: +7 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 11 darkness Damage when hit (Melee): 2 cold Changes stats: +3 Mag Changes resistances: +9% darkness Changes damage: +9% blight / +6% arcane / +10% darkness Critical mult.: +5.00% Physical save: +7 (+3 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +31% Spellpower: +10 (+2 eff.) Spell crit. chance: +2% When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). On weapon hit: * 13% chance to reduce damage dealt by 24% Damage (Melee): +10 arcane Damage (radius 2) on crit: +11 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +42 (+10 eff.) Armour penetration: +4 Physical power: +30 (+6 eff.) Armour: +6 Fatigue: +3% Changes stats: +4 Dex Changes resistances: +2% physical When used to modify unarmed attacks: Power: 121% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +9 Crit. chance: +17.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +5 Cun / +4 Dex Changes resistances: +6% lightning Stun/Freeze immunity: +20% Life regen: +4.00 Stamina each turn: +0.80 Maximum stamina: +15.00 Infravision radius: +3 When used to modify unarmed attacks: Power: 119% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +11.0% Armour: +3 Fatigue: +5% Damage (Melee): 10 lightning Changes resistances: +7% lightning Changes damage: +4% lightning Critical mult.: +13.00% Spell crit. chance: +13% Mental crit. chance: +11% When used to modify unarmed attacks: Power: 146% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +16.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (radius 2) on crit: +8 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +9 Str / +5 Wil Changes resistances: +7% lightning / +9% physical / +3% light / +9% blight / +8% temporal Physical save: +5 (+2 eff.) A hat made of leather. Very stylish. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 blight Changes stats: +7 Wil Changes resistances: +10% blight / +6% lightning Changes resistances penetration: +5% blight Mental save: +9 (+3 eff.) Spellpower: +25 (+6 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A hat made of leather. Very stylish. |
![]() Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() Requires: - Massive armour training - Strength 28 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +6 (+2 eff.) Fatigue: +22% Changes stats: +7 Cun Reduces incoming crit damage: 15.00% Mental save: +12 (+4 eff.) Pinning immunity: +20% Maximum life: +80.00 Infravision radius: +1 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of metal plates. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Stun/Freeze immunity: +76% Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Blighted Path Demon status: alive (10% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Shadowmeld Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Talent granted: +4 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Reduces duration of detrimental effects by 40% Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Teleport immunity: +73% Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Talent granted: +4 Overpower Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Silence immunity: +71% Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Blackice Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Reduces incoming crit damage: 27.00% Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Talent granted: +4 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Vim when hit: +2.00 Demon status: alive (33% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hit: +3.00 Demon status: alive (7% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Vim when hit: +3.00 Demon status: dead (can not be summoned). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Vim when hit: +2.00 Demon status: alive (30% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Doomed Nature Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Talent granted: +4 Doom Tendrils Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: 13% chance to trigger a Blood Spray cast of level 3 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Talent granted: +4 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Talent granted: +4 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Doomfire Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Talent granted: +4 Farstrike Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Talent granted: +4 Silence Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Talent granted: +4 Disarm Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Talent granted: +4 Frost Grab Demon status: alive (29% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Corrosive Cone Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Talent granted: +4 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Armoured Leviathan Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Fiery Portal Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Pain Affinity Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Grants telepathy: Humanoid Demon Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Changes resistances: +26% blight / +26% fire / +26% physical Reduce damage by fixed amount: +16 blight / +16 fire / +16 physical Demon status: alive (0% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Talent granted: +4 Flash Block Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Talent granted: +4 Hexed Shield Demon status: alive (0% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Changes resistances penetration: +16% acid / +16% physical / +16% blight Changes damage: +23% acid / +23% physical / +23% blight Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Doom Storm Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Changes resistances penetration: +13% blight / +13% fire / +13% darkness Changes damage: +20% blight / +20% fire / +20% darkness Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Talent granted: +4 Acid Burst Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Changes resistances: +33% acid / +33% darkness / +33% blight Reduce damage by fixed amount: +23 acid / +23 darkness / +23 blight Demon status: alive (100% life). The seed of a demon. |
![]() 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. |
![]() 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 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 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 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +9% light / +6% fire / +12% nature / +7% darkness Changes resistances penetration: +5% light / +10% darkness Changes damage: +7% nature Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Cun / +1 Str Changes resistances: +9% acid / +2% physical Changes damage: +6% lightning Physical save: +3 (+1 eff.) Spell save: +3 (+2 eff.) Stamina each turn: +2.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 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. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 41% Changes resistances: +6% acid / +21% fire / +6% lightning Changes damage: +15% lightning Physical save: +15 (+5 eff.) Spell save: +15 (+7 eff.) Mental save: +13 (+4 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +1 Dex Changes resistances penetration: +25% nature Changes damage: +3% nature / +6% physical Stamina each turn: +1.00 Light radius: +6 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. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Damage when hit (Melee): 19 fire Changes stats: +2 Con Changes resistances: +6% cold / +7% fire Changes resistances penetration: +5% physical Mental save: +8 (+2 eff.) Stamina each turn: +3.00 Light radius: +8 See stealth: +7 See invisible: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +20 (+7 eff.) Damage when hit (Melee): 4 cold Changes stats: +1 Str / +4 Con Critical mult.: +5.00% Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Defense: +10 (+3 eff.) Changes stats: +2 Str / +5 Wil Changes damage: +6% acid Critical mult.: +14.00% Silence immunity: +20% Light radius: +6 Infravision radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 57% Changes stats: +5 Cun / +2 Wil Changes resistances: +3% nature / +3% fire Critical mult.: +5.00% Maximum life: +42.00 Light radius: +3 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 Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +43.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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. 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. |
![]() 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 172 power out of 193/400. 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. |
powerful frost salve [power 13] powerful frost salve [power 13]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 80% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 22 turns. Medical salve. |
powerful pain suppressor salve [power 159] powerful pain suppressor salve [power 159]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 80% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -159 life and reduces all damage by 19% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 9 turns. Medical salve. |
powerful water salve [power 13] powerful water salve [power 13]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 80% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (13% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 22 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. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +15 (+4 eff.) Changes stats: +1 Str / +1 Con Changes resistances penetration: +5% physical Hate when firing a critical mind attack: +2.00 It can be used to blast the opponent's mind dealing 160 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 14% for 2 turns. * Gain a 13% chance to evade weapon attacks for 2 turns. * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +3% light / +6% temporal It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Activation puts all charms on cooldown for 17 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Gain a 14% chance to evade weapon attacks for 2 turns. * Increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+3 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 22 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 95 Armor: 5 All Resist: 0 Activation puts all charms on cooldown for 22 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 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 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +9% light Changes resistances penetration: +25% light Mindpower: +10 (+3 eff.) Mental crit. chance: +3% It can be used to create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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. |
Achievements
By 74 Osteopath I the Skeleton Demonologist level 27
5th Regrowth 123rd year of Ascendancy at 20:59 see stats
By 74 Osteopath I the Skeleton Demonologist level 30
79th Regrowth 123rd year of Ascendancy at 23:06 see stats
By 74 Osteopath I the Skeleton Demonologist level 21
9th Haze 122nd year of Ascendancy at 06:24 see stats
By 74 Osteopath I the Skeleton Demonologist level 28
45th Regrowth 123rd year of Ascendancy at 18:45 see stats
By 74 Osteopath I the Skeleton Demonologist level 25
48th Haze 122nd year of Ascendancy at 22:27 see stats
By 74 Osteopath I the Skeleton Demonologist level 10
1st Flare 122nd year of Ascendancy at 12:22 see stats
By 74 Osteopath I the Skeleton Demonologist level 20
3rd Haze 122nd year of Ascendancy at 10:13 see stats
By 74 Osteopath I the Skeleton Demonologist level 30
79th Regrowth 123rd year of Ascendancy at 21:40 see stats
By 74 Osteopath I the Skeleton Demonologist level 27
5th Regrowth 123rd year of Ascendancy at 20:59 see stats
By 74 Osteopath I the Skeleton Demonologist level 25
66th Haze 122nd year of Ascendancy at 13:53 see stats
By 74 Osteopath I the Skeleton Demonologist level 26
7th Allure 123rd year of Ascendancy at 21:31 see stats
By 74 Osteopath I the Skeleton Demonologist level 27
5th Regrowth 123rd year of Ascendancy at 20:59 see stats
By 74 Osteopath I the Skeleton Demonologist level 11
14th Dusk 122nd year of Ascendancy at 05:55 see stats
By 74 Osteopath I the Skeleton Demonologist level 5
4th Mirth 122nd year of Ascendancy at 02:03 see stats
By 74 Osteopath I the Skeleton Demonologist level 27
5th Regrowth 123rd year of Ascendancy at 20:59 see stats
By 74 Osteopath I the Skeleton Demonologist level 9
1st Summertide 122nd year of Ascendancy at 03:21 see stats
By 74 Osteopath I the Skeleton Demonologist level 27
15th Regrowth 123rd year of Ascendancy at 02:14 see stats
By 74 Osteopath I the Skeleton Demonologist level 23
25th Haze 122nd year of Ascendancy at 09:39 see stats
By 74 Osteopath I the Skeleton Demonologist level 18
74th Dusk 122nd year of Ascendancy at 00:44 see stats
Log
Today is the 30th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:16.
You feel imbued with great knowledge (+1 prodigy point)!
An object rolls from the gift!
An object rolls from the gift!
74 Osteopath I picks up ( .): Golden Gun.
Lore found: Golden Gun
You can read all your collected lore in the game menu, by pressing Escape.
74 Osteopath I picks up ( .): Cuthugasarach the Tempestwake (164% power, 2 apr).
Ran for 2 turns (stop reason: something interesting).
Space around you starts to dissolve...
Resting starts...
You are yanked out of this place!
Rested for 40 turns (stop reason: dialog is displayed).
There is a teleportation circle to the surface here (press '' or right click to use).
You feel very confident walking into this place.
Saving game...
Saving done.