Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
|
Campaign | Orcs |
Mode | Insane Adventure |
Sex | Male |
Race | Whitehoof |
Class | Sawbutcher |
Level / Exp | 50 / 7375% |
Size | medium |
Lifes / Deaths | Killed by TryHard's Inner Demon at level 50 on the 11st Destruction 124th year of Ascendancy at 22:52 0 / 8Killed by TryHard's Inner Demon at level 50 on the 17th Destruction 124th year of Ascendancy at 22:16 Killed by TryHard's Inner Demon at level 50 on the 18th Destruction 124th year of Ascendancy at 03:00 Killed by Layada the elder vampire at level 50 on the 18th Destruction 124th year of Ascendancy at 23:46 Killed by Onor the wretchling at level 50 on the 28th Destruction 124th year of Ascendancy at 01:15 Killed by Onor the wretchling at level 50 on the 28th Destruction 124th year of Ascendancy at 06:04 Killed by Layata the broken golem at level 50 on the 31st Destruction 124th year of Ascendancy at 03:36 Killed by Mayeda the elven warrior at level 50 on the 45th Destruction 124th year of Ascendancy at 08:15 |
Primary Stats
Strength | 125 (base 60) |
Dexterity | 128 (base 29) |
Constitution | 141 (base 60) |
Magic | 103 (base 10) |
Willpower | 90 (base 10) |
Cunning | 151 (base 60) |
Resources
Life | -314/2156 |
Healing Factor | 1.174 |
Regeneration | 9.2159 |
Speed
Mental | -68.635179682438% |
Attack | -68.635179682438% |
Movement | +20% |
Spell | -68.635179682438% |
Global | +76.923076923077% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 8 |
See Stealth | 10 |
ESP Range | 30 |
ESP Kinds | humanoid, giant |
Offense: Mainhand
Damage | 178 |
Accuracy | 86 |
Crit Chance | 101% |
APR | 45 |
Speed | 3.19 |
Offense: Offhand
Damage | 89 |
Accuracy | 86 |
Crit Chance | 81% |
APR | 25 |
Speed | 3.19 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 40% |
Speed | 3.1882854416994 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 40% |
Speed | 3.1882854416994 |
Offense: Damage Bonus
All | +24% |
Defense: Base
Armour (hardiness) | 77.56 (88.454810495627%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 30 |
Physical Save | 76 |
Spell Save | 54 |
Mental Save | 53 |
Defense: Resistances
All | + 44%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 50% |
Bleed Resistance | 100% |
Teleport Resistance | 10% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Pinning Resistance | 68% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.0 steam per turn. Can be activated for an instant burst of 90 steam. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 263% efficiency and cooldown mod of 66%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 280% efficiency and cooldown mod of 70%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.4 steam per turn. Can be activated for an instant burst of 82 steam. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (319% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 16. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 3/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Chant of Fortitude |
talent | Melting Point |
talent | Steam Powered Armour |
talent | Overheat Saws |
talent | Grinding Shield |
detrimental effect | The target is on fire, taking 776.51 fire damage per turn. Burning |
detrimental effect | Reduces global action speed by 30%. Slow |
beneficial effect | All damage reduced by 141. Subcutaneous Metallisation |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 69%. Cripple |
beneficial effect | All stats increased by 62. Pain Enhancement System |
beneficial effect | You have 1 charges. Death Momentum |
beneficial effect | You have 1 charges. Molten Point |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Talent granted: +5 Rocket Boots Stealth bonus: +0 Physical save: +0 (+0 eff.) Pinning immunity: +50% Knockback immunity: +0% Teleport immunity: +0% Steampower: +3 (+0 eff.) These boots have a 4% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (211 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (352 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Light source | void-walker's alchemist's lamp of the moons =tele 22= void-walker's alchemist's lamp of the moons =tele 22=Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% temporal / +11% light / +8% cold Changes damage: +11% darkness / +20% light Damage affinity(heal): +5% darkness Light radius: +8 Infravision radius: +4 See stealth: +10 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +22% It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 193.96 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +25 (+5 eff.) Physical power: -10 (-2 eff.) Defense: -10 (-4 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-4 eff.) Mindpower: -10 (-3 eff.) Light radius: +7 Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
On hands | alchemist's drakeskin leather gloves of the nighthunter (0 def, 3 armour) =track= alchemist's drakeskin leather gloves of the nighthunter (0 def, 3 armour) =track=Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +3 Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Mag / +4 Wil / +6 Cun Changes resistances: +15% darkness Talent granted: +5 Iron Grip Disarm immunity: +100% Infravision radius: +4 When used to modify unarmed attacks: Power: 134% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +5 Physical crit. chance: +18.0% Attack speed: 100% When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +19 ice / +29 darkness / +29 fire / +29 acid / +29 lightning It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 43 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | dragonbone wand of clairvoyance 'Hellswarden' [power 19] (5/9 cooldown) =tele 20= dragonbone wand of clairvoyance 'Hellswarden' [power 19] (5/9 cooldown) =tele 20=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +6% acid Changes resistances penetration: +10% fire Changes damage: +6% temporal Physical save: +30 (+7 eff.) Mental save: +15 (+5 eff.) Poison immunity: +15% Confusion immunity: +15% Teleport immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to reveal the area around you, dispelling darkness (radius 19, power 95 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Ring of Lost Love Ring of Lost LovePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +6 Cun / -10 Lck Changes resistances: +25% mind / +10% all Changes damage: +10% all Change telepathy range by : +10 Grants telepathy: Humanoid Giant You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
On fingers | voratun ring 'Adurevea' =stun 49= voratun ring 'Adurevea' =stun 49=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +1 Wil Changes resistances penetration: +10% mind / +5% temporal Stun/Freeze immunity: +49% Life regen: +4.80 Equilibrium when hit: +0.04 Maximum hate: +6.00 Heals friendly targets nearby when you use a nature summon: +40 Rings can have magical properties. |
Around neck | steel amulet 'Silaminn' steel amulet 'Silaminn'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +7 (+2 eff.) Effects on melee hit: * Slows global speed by 40% Changes stats: +8 Lck / +3 Con Changes resistances: +13% lightning Changes resistances penetration: +5% acid Spell save: +9 (+3 eff.) Stun/Freeze immunity: +23% Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
In main hand | Grinokaltholdir the Healpunish (151% power, 45 apr) Grinokaltholdir the Healpunish (151% power, 45 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 151% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +45 Physical crit. chance: +25.0% Attack speed: 100% Block value: +100 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 14% chance to disease On weapon crit: * cripple the target Damage (Melee): +16 blight Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +15.0% Armour: +6 Defense: +10 (+3 eff.) Fatigue: +4% Changes stats: +2 Con Changes resistances: +9% all Changes resistances penetration: +13% nature Changes damage: +9% nature Talent granted: +3 Block Disease immunity: +35% Maximum stamina: +20.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | drakeskin leather belt 'Shimmerriver' =tele 10= drakeskin leather belt 'Shimmerriver' =tele 10=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Changes stats: +4 Mag Changes resistances: +3% light / +6% lightning Spell save: +20 (+7 eff.) Mental save: +3 (+1 eff.) Poison immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to create a temporary shield that absorbs 407 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
In off hand | Issylebar (150% power, 25 apr) Issylebar (150% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 151% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +94 On weapon hit: * chills your foe dealing 46 damage and slowing them by one tenth of a turn On weapon crit: * wounds the target reducing their healing Attacks use: 1.0 Steam When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +22.0% Physical power: +23 (+5 eff.) Armour: +6 Defense: +17 (+5 eff.) Fatigue: +12% Effects on melee hit: * 30% chance to disease Changes resistances: +3% blight / +5% arcane Talent granted: +3 Block Disarm immunity: +45% Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | restorative cashmere cloak of the hunter (2 def, 0 armour) restorative cashmere cloak of the hunter (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +2 (+0 eff.) Fatigue: -6% Changes resistances: +15% blight / +15% nature / +30% lightning Stun/Freeze immunity: +50% Life regen: +1.60 Maximum life: +59.00 Maximum stamina: +21.00 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Steam Powered Armour (23 def, 25 armour) Steam Powered Armour (23 def, 25 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by steamtech 22.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +25 Defense: +23 (+7 eff.) Fatigue: +12% Changes stats: +19 Str / +16 Dex / +10 Mag / +10 Cun / +10 Con Changes resistances: +25% lightning Talent granted: +5 Steam Powered Armour Physical save: +55 (+12 eff.) Stun/Freeze immunity: +50% Maximum steam: +10.00 Using small steam engines and the miracles of the latest automation discoveries you are able to create Steam Powered Armour. A full plate armour that helps your movement and has intrinsic protection mechanisms. |
Inventory
medical injector implant (efficiency 127% / cooldown 60%) medical injector implant (efficiency 127% / cooldown 60%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 127% efficiency and cooldown mod of 60%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 155% / cooldown 60%) medical injector implant (efficiency 155% / cooldown 60%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 155% efficiency and cooldown mod of 60%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 155% / cooldown 71%) medical injector implant (efficiency 155% / cooldown 71%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 155% efficiency and cooldown mod of 71%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 133% / cooldown 77%) medical injector implant (efficiency 133% / cooldown 77%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 133% efficiency and cooldown mod of 77%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 241% / cooldown 76%) medical injector implant of the duelist (efficiency 241% / cooldown 76%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 241% efficiency and cooldown mod of 76%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 261% / cooldown 86%) medical injector implant of the duelist (efficiency 261% / cooldown 86%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 261% efficiency and cooldown mod of 86%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 206% / cooldown 87%) medical injector implant of the psychic (efficiency 206% / cooldown 87%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 206% efficiency and cooldown mod of 87%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 280% / cooldown 98%) medical injector implant of the warrior (efficiency 280% / cooldown 98%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 280% efficiency and cooldown mod of 98%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 251% / cooldown 70%) medical injector implant of the wizard (efficiency 251% / cooldown 70%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 251% efficiency and cooldown mod of 70%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 17) steam generator implant of the psychic (steam 17)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: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.0 steam per turn. Can be activated for an instant burst of 85 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the warrior (heal 341) healing infusion of the warrior (heal 341)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 341 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 339) healing infusion of the warrior (heal 339)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 339 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+7 for 13 turns, die at -545) heroism infusion (+7 for 13 turns, die at -545)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 13 turns. While Heroism is active, you will only die when reaching -545 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+21 for 13 turns, die at -873) heroism infusion of the psychic (+21 for 13 turns, die at -873)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 13 turns. While Heroism is active, you will only die when reaching -873 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+22 for 8 turns, die at -643) heroism infusion of the warrior (+22 for 8 turns, die at -643)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 8 turns. While Heroism is active, you will only die when reaching -643 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+21 for 12 turns, die at -533) heroism infusion of the wizard (+21 for 12 turns, die at -533)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 12 turns. While Heroism is active, you will only die when reaching -533 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (619% speed; 9 turns) movement infusion (619% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 619% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (752% speed; 6 turns) movement infusion of the duelist (752% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 752% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (1021% speed; 9 turns) movement infusion of the wizard (1021% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1021% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 495 over 5 turns) regeneration infusion of the duelist (heal 495 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 495 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
controlled phase door rune (range 9) controlled phase door rune (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (319% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the psychic (range 12) controlled phase door rune of the psychic (range 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (319% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 12. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 462 for 8 turns) shielding rune (absorb 462 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 462 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 206) teleportation rune of the warrior (range 206)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (319% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 206 with a minimum range of 15. 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 ability. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+4 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+4 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Gardanion, the Light of God Gardanion, the Light of GodPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+8 eff.) Spellpower: +40 (+12 eff.) Mindpower: +40 (+11 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+9 eff.) "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Xeyathra the voratun amulet =tp= Xeyathra the voratun amulet =tp=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane / 16 mind Changes stats: +3 Cun Changes resistances: +5% arcane Reduces incoming crit damage: 5.00% Teleport immunity: +50% Maximum hate: +4.00 Mental crit. chance: +4% Light radius: +2 It can be used to teleport you randomly (rad 65), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Zubukira the voratun amulet Zubukira the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Armour: +4 Changes stats: +3 Mag Changes resistances: +6% blight / +30% light / +23% darkness / +6% mind Changes damage: +9% blight / +9% physical Critical mult.: +16.00% Blindness immunity: +50% Disarm immunity: +10% Teleport immunity: +5% Spell crit. chance: +2% Mental crit. chance: +3% Combat speed: +10% Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet 'Elasetira' =tele 35= voratun amulet 'Elasetira' =tele 35=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +2 Fatigue: -8% Changes stats: +3 Cun Changes resistances: +6% light Reduces incoming crit damage: 20.00% Poison immunity: +10% Life regen: +4.50 Only die when reaching: -60.00 life Defense after a teleport: +20 Resist all after a teleport: +8% New effects duration reduction after a teleport: +35% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. AdurinAdurin Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 16 blight / 4 arcane Changes stats: +2 Cun Changes resistances: +32% darkness Changes resistances penetration: +5% arcane Changes damage: +15% blight / +16% darkness / +9% arcane Critical mult.: +10.00% Spell save: +15 (+5 eff.) Damage Shield penetration: +30% Rings can have magical properties. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +10% physical / +15% temporal Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 104.03 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s), costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Isloda IslodaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Armour: +4 Changes resistances: +9% lightning / +12% cold / +9% blight / +6% temporal Changes damage: +8% all Blindness immunity: +10% Stun/Freeze immunity: +25% Spellpower: +20 (+6 eff.) Mindpower: +15 (+5 eff.) Rings can have magical properties. |
Lavapiercer LavapiercerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Changes resistances: +6% blight / +6% cold / +9% light Changes resistances penetration: +15% fire Spell save: +30 (+9 eff.) Blindness immunity: +50% Confusion immunity: +15% Pinning immunity: +5% Infravision radius: +6 See stealth: +25 See invisible: +14 Rings can have magical properties. |
Zarand the stralite ring =tele 20= Zarand the stralite ring =tele 20=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +18 (+6 eff.) Changes stats: +9 Cun / +1 Wil Changes resistances: +9% acid Changes resistances penetration: +15% acid Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Rings can have magical properties. |
conjurer's gold ring of misery =gloom 16= conjurer's gold ring of misery =gloom 16=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +7 Mag / +6 Wil / +7 Cun Hate when firing a critical mind attack: +3.00 Maximum hate: +10.00 Spellpower: +11 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
conjurer's stralite ring of speed conjurer's stralite ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Defense: +13 (+4 eff.) Changes stats: +8 Wil / +8 Mag Spellpower: +13 (+4 eff.) Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
conjurer's voratun ring of sensing =blind 50= conjurer's voratun ring of sensing =blind 50=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Wil / +8 Mag Blindness immunity: +50% Spellpower: +15 (+5 eff.) Infravision radius: +6 See stealth: +24 See invisible: +23 Rings can have magical properties. |
gladiator's gold ring of speed =speed= gladiator's gold ring of speed =speed=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Physical power: +10 (+2 eff.) Defense: +11 (+3 eff.) Changes stats: +8 Str / +7 Con Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
painweaver's stralite ring of arcana(+0.33/turn) =sil 44= painweaver's stralite ring of arcana(+0.33/turn) =sil 44=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 (+4 eff.) Changes damage: +7% all Silence immunity: +44% Mana each turn: +0.33 Spellpower: +17 (+5 eff.) Mindpower: +12 (+4 eff.) Rings can have magical properties. |
painweaver's voratun ring of blinding strikes painweaver's voratun ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Effects on melee hit: * 30% chance to blind Effects on ranged hit: * 35% chance to blind Changes damage: +8% all Spellpower: +19 (+6 eff.) Mindpower: +20 (+6 eff.) Rings can have magical properties. |
sneakthief's voratun ring of life sneakthief's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Changes stats: +6 Cun / +10 Dex Life regen: +1.90 Maximum life: +85.00 Healing mod.: +24% Rings can have magical properties. |
stralite ring 'Gleamstrike' =conf 48= stralite ring 'Gleamstrike' =conf 48=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances penetration: +5% physical Changes damage: +9% physical Mental save: +18 (+6 eff.) Blindness immunity: +22% Confusion immunity: +48% Life regen: +1.00 Infravision radius: +4 See stealth: +13 See invisible: +8 Rings can have magical properties. |
voratun ring 'Scorpiontitan' =conf 50= voratun ring 'Scorpiontitan' =conf 50=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Wil Changes resistances: +3% nature Changes resistances penetration: +20% mind Mental save: +20 (+7 eff.) Confusion immunity: +50% Mindpower: +2 (+1 eff.) Mental crit. chance: +3% Rings can have magical properties. |
Curekill the voratun battleaxe (166% power, 4 apr) Curekill the voratun battleaxe (166% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 166% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +4 mind When wielded/worn: Physical crit. chance: +21.0% Changes resistances: +6% nature / +24% all Changes resistances penetration: +40% nature Changes damage: +3% mind / +15% fire Critical mult.: +10.00% Mental crit. chance: +2% Massive two-handed battleaxes. |
Gleamsage the voratun dagger (148% power, 11 apr) Gleamsage the voratun dagger (148% power, 11 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 50% chance to disease Damage (Melee): +16 mind / +8 light When wielded/worn: Armour penetration: +26 Physical crit. chance: +12.0% Changes stats: +1 Str / +3 Con Changes resistances penetration: +14% physical Changes damage: +12% physical Critical mult.: +16.00% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
voratun dagger 'Eiliniwyn' (149% power, 9 apr) voratun dagger 'Eiliniwyn' (149% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 55% chance to disease On weapon crit: * wounds the target reducing their healing * splashes the target with acid * cripple the target Damage (Melee): +16 acid When wielded/worn: Physical crit. chance: +20.0% Physical power: +12 (+3 eff.) Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Changes resistances: +15% acid / +2% physical / +3% mind Physical save: +9 (+2 eff.) Spell save: +6 (+2 eff.) Sharp, short and deadly. |
Blighted Maul (204% power, 22 apr) Blighted Maul (204% power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 205% Range: 1.5x Uses stat: 140% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 290.55 to 871.65 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 745.00 to 1490.00 physical damage (based on Strength) to each, costing 50 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Chalachak the Glitterbreak (174% power, 4 apr) Chalachak the Glitterbreak (174% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 174% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 111% On weapon hit: * 40% chance to blind * 20% chance to cause random gloom On weapon crit: * cripple the target Damage (Melee): +28 temporal When wielded/worn: Accuracy: +21 (+4 eff.) Physical crit. chance: +21.0% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 27 temporal Changes stats: +10 Dex Changes resistances: +3% light / +27% temporal Grants telepathy: Demon/Minor Demon/Major Mental save: +3 (+1 eff.) Psi when hit: +0.12 Maximum psi: +10.00 Heals friendly targets nearby when you use a nature summon: +30 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Eremuhad the Gleamdream (141% power, 2 apr)Eremuhad the Gleamdream (141% power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 142% Range: 1.6x Uses stat: 120% Str Damage type: Light Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +19 temporal / +20 nature / +20 light Burst (radius 1) on hit: +12 light Burst (radius 2) on crit: +4 nature / +8 light When wielded/worn: Changes resistances: +9% acid / +12% cold / +6% temporal Massive two-handed swords. |
epiphanous pulsing mindstar of sand (107% power, 32 apr, mind damage) epiphanous pulsing mindstar of sand (107% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This natural sand should be returned to the wyrm. Power: 107% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 15 physical Changes resistances: +15% physical Changes resistances penetration: +17% physical Changes damage: +21% mind / +16% physical Mindpower: +13 (+4 eff.) Mental crit. chance: +9% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 20 of target armor and 10% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Arcworm' (113% power, 40 apr, nature damage) living mindstar 'Arcworm' (113% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar calls for a summoner. This parasitic mindstar will draw strength from other psionic mindstars. Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 lightning When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances penetration: +10% acid / +10% fire / +10% physical / +10% cold Changes damage: +23% acid / +15% physical / +15% fire / +14% cold / +9% lightning Mental save: +30 (+9 eff.) Blindness immunity: +10% Confusion immunity: +10% Stun/Freeze immunity: +5% Knockback immunity: +10% Equilibrium when hit: +2.50 Spellpower on spell critical (stacks up to 3 times): +4 Hate when firing a critical mind attack: +6.00 Maximum hate: +18.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Life leech chance: +25% Life leech: +25% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Glariawyn the RadiancecryptGlariawyn the Radiancecrypt Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to blind When wielded/worn: Accuracy: +4 (+0 eff.) Physical power: +2 (+1 eff.) Changes stats: +2 Str Changes resistances: +3% light / +6% temporal Changes resistances penetration: +15% nature / +22% physical Changes damage: +21% physical Silence immunity: +5% Confusion immunity: +5% Healing mod.: +10% Slings are used to hurl stones or metal shots at your foes. |
Poredawe the elven-wood vilestaff (129% power, 5 apr, darkness element) Poredawe the elven-wood vilestaff (129% power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 temporal When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +16.0% Physical power: +6 (+1 eff.) Changes stats: +2 Wil / +4 Mag Changes resistances: +6% nature / +3% mind Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +24.00% Disarm immunity: +5% Only die when reaching: -40.00 life Maximum mana: +10.00 Spellpower: +26 (+8 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
voratun steamsaw 'Murkstalker' (151% power, 25 apr) voratun steamsaw 'Murkstalker' (151% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 152% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +100 On weapon hit: * 17% chance to inflict damage reduction * 20% chance to curse the target On weapon crit: * cripple the target Damage (Melee): +20 darkness Damage against: +20% Living Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +15.0% Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +1 Cun Changes resistances: +6% arcane Changes resistances penetration: +5% arcane Grants telepathy: Demon/Minor Demon/Major Talent granted: +3 Block Maximum hate: +6.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +1% Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Cobrajeer (118% power, 4 apr) Cobrajeer (118% power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 119% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 51% * 18% chance to disease Damage Shield penetration (this weapon only): +30% Damage (Melee): +19 blight Burst (radius 1) on hit: +4 lightning When wielded/worn: Damage when hit (Melee): 4 arcane / 4 blight Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. quick steel waraxe of dampening (107% power, 3 apr)quick steel waraxe of dampening (107% power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 107% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 111% When wielded/worn: Accuracy: +9 (+1 eff.) Changes stats: +3 Dex Changes resistances: +11% acid / +11% fire / +11% cold / +11% lightning Spell save: +9 (+3 eff.) One-handed war axes. |
Branokalthohek the Barkthorn =slow 45= Branokalthohek the Barkthorn =slow 45=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 8 temporal Changes stats: +4 Dex Changes resistances: +3% temporal / +15% light / +15% darkness Changes damage: +3% physical A belt that goes around your waist. |
drakeskin leather belt 'Boltream' =summon= drakeskin leather belt 'Boltream' =summon=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 12 lightning Changes stats: +1 Cun / +4 Mag Changes resistances: +21% lightning Changes damage: +9% fire Reduced damage from: +45% Summoned A belt that goes around your waist. |
noble's drakeskin leather belt of the giants noble's drakeskin leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Reduced damage from: +45% Summoned Spell save: +14 (+5 eff.) Size category: +1 A belt that goes around your waist. |
Kyrestir the elven-silk robe (5 def, 0 armour) =sleep= Kyrestir the elven-silk robe (5 def, 0 armour) =sleep=Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +4 Str / +0 Dex / +8 Mag / +0 Cun / +5 Con Changes resistances: +30% fire / +30% mind / +24% darkness Changes resistances penetration: +5% acid / +15% temporal / +15% physical Changes damage: +20% fire / +15% physical / +9% mind / +15% temporal Grants telepathy: Demon/Minor Demon/Major Physical save: +15 (+4 eff.) Spell save: +20 (+7 eff.) Mental save: +40 (+12 eff.) Reduces paradox anomalies(equivalent to willpower): +13 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of life (2 def, 0 armour) dreamer's cashmere robe of life (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +13% blight / +22% mind / +21% darkness Physical save: +15 (+4 eff.) Spell save: +16 (+6 eff.) Mental save: +31 (+9 eff.) Life regen: +4.20 Maximum life: +61.00 Healing mod.: +22% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour) =tp= Aetherwalk (6 def, 0 armour) =tp=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Bloomlore (0 def, 5 armour) Bloomlore (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 4 arcane / 12 light Changes resistances: +12% lightning / +15% temporal / +12% nature / +5% arcane Changes resistances penetration: +5% arcane / +10% nature Changes damage: +9% nature / +3% light Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Erogas the pair of drakeskin leather boots (0 def, 5 armour) =tele 30= Erogas the pair of drakeskin leather boots (0 def, 5 armour) =tele 30=Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to disease Changes resistances: +15% lightning / +15% temporal / +9% darkness / +6% nature Reduces incoming crit damage: 15.00% Physical save: +0 (+0 eff.) Disease immunity: +5% Disarm immunity: +10% Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Mana each turn: +0.12 Mana when firing critical spell: +5.00 Movement speed: +40% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% A pair of boots made of leather. |
Lightningtide (0 def, 5 armour) =sil conf stun 100 99 97= Lightningtide (0 def, 5 armour) =sil conf stun 100 99 97=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 arcane Changes resistances: +6% lightning / +6% mind / +6% arcane Changes resistances penetration: +15% arcane / +14% physical Changes damage: +9% mind / +3% lightning Physical save: +0 (+0 eff.) Silence immunity: +100% Confusion immunity: +97% Pinning immunity: +0% Stun/Freeze immunity: +99% Knockback immunity: +0% Teleport immunity: +0% A pair of boots made of leather. |
Ce'Nygatta the Cobrapeal (0 def, 2 armour) Ce'Nygatta the Cobrapeal (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * Slows global speed by 45% Changes stats: +3 Cun / +4 Mag Changes resistances: +8% darkness / +3% nature / +8% light Changes resistances penetration: +15% nature Changes damage: +3% arcane / +6% light Infravision radius: +2 When used to modify unarmed attacks: Power: 113% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to blind Damage (Melee): +8 lightning Burst (radius 1) on hit: +12 arcane Burst (radius 2) on crit: +31 light / +34 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 83.46 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Disarm immunity: +0% Spellpower: +10 (+3 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 40% Str, 40% Dex, 10% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Burst (radius 1) on hit: +50 gravity Burst (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 71.87 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Noonkiss the drakeskin leather gloves (0 def, 3 armour) =gloom blind perf strike= Noonkiss the drakeskin leather gloves (0 def, 3 armour) =gloom blind perf strike=Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Armour: +3 Effects on melee hit: * 30% chance to blind Damage (Melee): 14 acid / 12 nature Changes stats: +7 Cun / +7 Dex Changes resistances: +10% acid / +12% light / +6% fire / +9% nature / +9% lightning Changes resistances penetration: +10% mind Changes damage: +11% acid / +11% nature / +6% light Disarm immunity: +0% When used to modify unarmed attacks: Power: 130% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +15 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). On weapon hit: * 20% chance to cause random gloom Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +15 acid / +15 nature It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+5 eff.) Disarm immunity: +0% Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +18 Physical crit. chance: +12.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 194.68 arcane damage and stunned), costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
restful rough leather gloves of dispersion (0 def, 1 armour) =disperse= restful rough leather gloves of dispersion (0 def, 1 armour) =disperse=Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 arcane Changes stats: +5 Wil / +4 Mag Changes resistances: +5% arcane Life regen: +1.40 Stamina each turn: +0.80 Maximum stamina: +16.00 When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Slumber (10% chance level 1). Damage (Melee): +7 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand drakeskin leather gloves of war-making (0 def, 13 armour) sand drakeskin leather gloves of war-making (0 def, 13 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +13 Damage (Melee): 15 physical Changes damage: +11% physical Critical mult.: +12.00% Spell crit. chance: +19% Mental crit. chance: +20% When used to modify unarmed attacks: Power: 145% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +19.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Burst (radius 1) on hit: +13 physical Burst (radius 2) on crit: +13 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Fogkin' (0 def, 3 armour) =tele 20= voratun gauntlets 'Fogkin' (0 def, 3 armour) =tele 20=Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 fire Changes stats: +6 Con Changes resistances: +10% fire / +2% physical / +6% light / +6% temporal Changes damage: +8% fire Physical save: +30 (+7 eff.) Spell save: +10 (+4 eff.) Mental save: +9 (+3 eff.) Poison immunity: +20% Silence immunity: +10% Disarm immunity: +50% Life regen: +6.00 Stamina each turn: +1.30 Psi each turn: +0.35 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% When used to modify unarmed attacks: Power: 134% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Second Wind (10% chance level 1). On weapon hit: * 40% chance to inflict damage reduction Damage (Melee): +24 physical Burst (radius 2) on crit: +4 darkness / +15 fire Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Miretrail the elven-silk wizard hat (3 def, 0 armour) =arcane eye= Miretrail the elven-silk wizard hat (3 def, 0 armour) =arcane eye=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) Defense: +3 (+1 eff.) Damage when hit (Melee): 8 nature / 4 light Changes stats: +8 Con / +7 Mag Changes resistances: +6% nature / +12% light Changes damage: +13% arcane / +9% nature Psi each turn: +0.22 Equilibrium when hit: +1.00 Psi when hit: +1.00 Hate when hit: +2.50 Mindpower: +4 (+2 eff.) Mental crit. chance: +4% Light radius: +0 Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Mucktickler (8 def, 14 armour) Mucktickler (8 def, 14 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Effects on melee hit: * Slows global speed by 45% Changes stats: +9 Str / +7 Wil / +1 Con Changes resistances: +15% fire / +15% physical / +15% cold / +7% all Changes damage: +9% nature / +6% arcane Grants telepathy: Dragon Humanoid/Orc Physical save: +30 (+7 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nerirama the voratun helm (4 def, 5 armour) Nerirama the voratun helm (4 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +5 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +5% Changes stats: +9 Str / +17 Dex Changes resistances: +6% cold / +25% darkness / +15% nature Spell save: +10 (+4 eff.) Mental save: +28 (+9 eff.) Disease immunity: +10% Pinning immunity: +20% Only die when reaching: -90.00 life Maximum life: +95.00 Light radius: +0 Infravision radius: +7 Healing mod.: +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+2 eff.) Mindpower: +8 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
elven-silk wizard hat 'Sparkoath' (3 def, 0 armour) elven-silk wizard hat 'Sparkoath' (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to daze * 30% chance to blind Changes stats: +2 Mag Changes resistances: +15% lightning Equilibrium when hit: +3.00 Psi when hit: +2.10 Hate when hit: +3.00 Vim when firing critical spell: +4.00 Defense after a teleport: +23 Resist all after a teleport: +12% New effects duration reduction after a teleport: +38% A pointy cloth hat, very wizardly... |
mindwoven linen wizard hat of earthrunes (1 def, 2 armour) mindwoven linen wizard hat of earthrunes (1 def, 2 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Con Psi each turn: +0.16 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Light radius: +0 It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 131.66 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
enlightening drakeskin leather armour of the void (5 def, 8 armour) enlightening drakeskin leather armour of the void (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 10 darkness Damage (Ranged): 10 darkness Changes stats: +9 Cun / +8 Wil Changes resistances: +25% darkness / +19% temporal Mental save: +23 (+7 eff.) Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +21% It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 25 turns. A suit of armour made of leather. |
marauder's drakeskin leather armour of the void (15 def, 8 armour) =tele 30= marauder's drakeskin leather armour of the void (15 def, 8 armour) =tele 30=Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +15 (+5 eff.) Fatigue: +8% Damage (Melee): 9 darkness Damage (Ranged): 9 darkness Changes stats: +8 Str / +10 Dex Changes resistances: +30% darkness / +30% temporal Physical save: +20 (+5 eff.) Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% It can be used to blink to a nearby random location (rad 12), putting all charms on cooldown for 25 turns. A suit of armour made of leather. |
rejuvenating reinforced leather armour of delving (4 def, 7 armour) rejuvenating reinforced leather armour of delving (4 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +8 Str / +0 Dex / +0 Mag / +0 Cun / +0 Con Changes resistances: +18% darkness / +13% physical Life regen: +6.60 Stamina each turn: +1.70 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 43 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Armour Hardiness: +0% Defense: +15 (+5 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +0 Str / +0 Dex / +0 Mag / +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+8 eff.) Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Confusion immunity: +100% Fear immunity: +100% Life regen: +0.00 Mindpower: +10 (+3 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 14 Armour, 21 Defense and your attacks will gain 44% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+10 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
This item will automatically be transmogrified when you leave the level. iron plate armour of natural resilience (3 def, 7 armour)iron plate armour of natural resilience (3 def, 7 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Changes resistances: +12% nature / +12% blight Reduced damage from: +7% Unnatural A suit of armour made of metal plates. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1286 alchemist agate 1286 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
36 onyx 36 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
22 aquamarine 22 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
45 lapis lazuli 45 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 opal 15 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 sapphire 10 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 topaz 20 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 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. |
Mardohad (dig speed 10 turns) Mardohad (dig speed 10 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +4 (+0 eff.) Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Fatigue: -10% Changes stats: +8 Str / +1 Wil Changes resistances: +3% physical Maximum encumbrance: +20 Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Life regen: +0.40 Maximum life: +129.00 Maximum stamina: +50.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
brutal voratun pickaxe (dig speed 13 turns) brutal voratun pickaxe (dig speed 13 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+2 eff.) Changes stats: +3 Str Critical mult.: +16.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of wreckage (dig speed 23 turns) =perf strike= dwarven-steel pickaxe of wreckage (dig speed 23 turns) =perf strike=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +10 Changes stats: +6 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of quickening (dig speed 28 turns) iron pickaxe of quickening (dig speed 28 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1) strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
32 emerald 32 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade 7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Unrisin the dwarven lantern Unrisin the dwarven lanternInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +2 Physical crit. chance: +12.0% Physical power: +20 (+4 eff.) Defense: +15 (+5 eff.) Fatigue: -6% Damage when hit (Melee): 4 physical Changes stats: +1 Str / +13 Wil Changes resistances penetration: +20% acid Changes damage: +0% light Critical mult.: +46.00% Physical save: +20 (+5 eff.) Spell save: +18 (+6 eff.) Mental save: +18 (+6 eff.) Light radius: +4 See stealth: +0 Healing mod.: +25% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
ethereal brass lantern of corpselight ethereal brass lantern of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Mag Changes resistances: +7% blight / +7% darkness Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Light radius: +4 Infravision radius: +4 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 61 blight damage or heals 74 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. 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. |
piercing brass lantern of corpselight piercing brass lantern of corpselightPowered by arcane forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Changes resistances: +6% blight / +7% darkness Changes resistances penetration: +7% all Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +4 Infravision radius: +4 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 50 blight damage or heals 60 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. 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. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Ureslak's Focus Ureslak's FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 4 When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +6 Con / +6 Mag Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% acid / +6% cold Spellpower: +12 (+4 eff.) When used to imbue an object: Physical power: +12 (+3 eff.) Changes stats: +6 Con / +6 Mag Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% acid / +6% cold Spellpower: +12 (+4 eff.) Talent on hit(spell): Necrotic Breath (12% chance level 2). This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
10 bloodstone 10 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal 9 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
47 garnet 47 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 ruby 10 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 73] amazing fiery salve [power 73]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 263% efficiency and 66% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (73% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 73] amazing frost salve [power 73]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 263% efficiency and 66% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (73% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 878] amazing healing salve [power 878]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 263% efficiency and 66% cooldown modifier. It can be used to heal 878, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 768] amazing pain suppressor salve [power 768]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 263% efficiency and 66% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -768 life and reduces all damage by 28% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing unstoppable force salve [power 305] amazing unstoppable force salve [power 305]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 263% efficiency and 66% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 305 and healing factor by half, putting Talent Medical Injector on cooldown for 18 turns. Medical salve. |
amazing water salve [power 73] amazing water salve [power 73]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 263% efficiency and 66% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (73% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Stralite Sand Shredder Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
amazing moss tread amazing moss treadPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +5 Moss Tread Stealth bonus: +10 Tinkers can be attached to normal items to improve them with steam power! |
amazing second skin amazing second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Tinkers can be attached to normal items to improve them with steam power! |
voratun armour reinforcement voratun armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Armour: +10 Armour Hardiness: +20% Fatigue: +1% Tinkers can be attached to normal items to improve them with steam power! |
voratun kinetic stabiliser voratun kinetic stabiliserPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'feet' When attach to an other item: Physical save: +15 (+4 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
Halathad the dwarven-steel torque of clear mind [power 3] (5/10 cooldown) Halathad the dwarven-steel torque of clear mind [power 3] (5/10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Changes resistances: +3% acid / +9% fire / +5% arcane Maximum wards: +3 physical / +4 mind / +3 darkness Talent granted: +1 Ward Spell save: +10 (+4 eff.) It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. quiet dwarven-steel torque of thermal psionic shield [power 85] (5/20 cooldown)quiet dwarven-steel torque of thermal psionic shield [power 85] (5/20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +4 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 85 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+3 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
elven-wood totem of cure ailments 'Poraldawen' [power 2] (5/7 cooldown) =tele 20= elven-wood totem of cure ailments 'Poraldawen' [power 2] (5/7 cooldown) =tele 20=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes resistances penetration: +20% arcane Mana each turn: +0.16 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to remove up to 2 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
rushing dragonbone totem of thorny skin [power 90] (5/20 cooldown) rushing dragonbone totem of thorny skin [power 90] (5/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent granted: +5 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
17 amethyst 17 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lavasorrow the dragonbone wand of clairvoyance [power 23] (5/10 cooldown) Lavasorrow the dragonbone wand of clairvoyance [power 23] (5/10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes resistances: +12% light / +6% fire Maximum wards: +5 lightning / +4 temporal / +5 blight / +5 fire / +4 cold Talent granted: +1 Ward Spell save: +6 (+2 eff.) Cut immunity: +10% Silence immunity: +15% Teleport immunity: +35% It can be used to reveal the area around you, dispelling darkness (radius 23, power 99 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 31 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. striking yew wand of clairvoyance [power 12] (5/6 cooldown)striking yew wand of clairvoyance [power 12] (5/6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent granted: +4 Strike It can be used to reveal the area around you, dispelling darkness (radius 12, power 88 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded dragonbone wand of clairvoyance [power 16] (5/6 cooldown) warded dragonbone wand of clairvoyance [power 16] (5/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +4 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Talent granted: +1 Ward It can be used to reveal the area around you, dispelling darkness (radius 16, power 92 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
10 diamond 10 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
16 moonstone 16 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl 11 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
41 quartz 41 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber 5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By TryHard the Whitehoof Sawbutcher level 6
16th Retaking 124th year of Ascendancy at 16:38 see stats
By TryHard the Whitehoof Sawbutcher level 12
28th Retaking 124th year of Ascendancy at 03:45 see stats
By TryHard the Whitehoof Sawbutcher level 31
34th Revenge 124th year of Ascendancy at 01:22 see stats
By TryHard the Whitehoof Sawbutcher level 50
15th Destruction 124th year of Ascendancy at 05:51 see stats
By TryHard the Whitehoof Sawbutcher level 50
51st Loss 124th year of Ascendancy at 19:24 see stats
By TryHard the Whitehoof Sawbutcher level 32
36th Revenge 124th year of Ascendancy at 00:20 see stats
By TryHard the Whitehoof Sawbutcher level 21
3rd Revenge 124th year of Ascendancy at 18:34 see stats
By TryHard the Whitehoof Sawbutcher level 50
52nd Loss 124th year of Ascendancy at 18:41 see stats
By TryHard the Whitehoof Sawbutcher level 50
18th Destruction 124th year of Ascendancy at 10:06 see stats
By TryHard the Whitehoof Sawbutcher level 50
11st Destruction 124th year of Ascendancy at 16:31 see stats
By TryHard the Whitehoof Sawbutcher level 50
13rd Destruction 124th year of Ascendancy at 08:50 see stats
By TryHard the Whitehoof Sawbutcher level 10
22nd Retaking 124th year of Ascendancy at 08:21 see stats
By TryHard the Whitehoof Sawbutcher level 20
41st Retaking 124th year of Ascendancy at 16:13 see stats
By TryHard the Whitehoof Sawbutcher level 30
33rd Revenge 124th year of Ascendancy at 11:33 see stats
By TryHard the Whitehoof Sawbutcher level 40
46th Pain 124th year of Ascendancy at 22:34 see stats
By TryHard the Whitehoof Sawbutcher level 50
47th Dearth 124th year of Ascendancy at 06:36 see stats
By TryHard the Whitehoof Sawbutcher level 50
27th Loss 124th year of Ascendancy at 18:51 see stats
By TryHard the Whitehoof Sawbutcher level 50
48th Dearth 124th year of Ascendancy at 08:49 see stats
By TryHard the Whitehoof Sawbutcher level 50
16th Loss 124th year of Ascendancy at 20:56 see stats
By TryHard the Whitehoof Sawbutcher level 34
36th Revenge 124th year of Ascendancy at 11:48 see stats
By TryHard the Whitehoof Sawbutcher level 50
25th Destruction 124th year of Ascendancy at 06:21 see stats
By TryHard the Whitehoof Sawbutcher level 44
14th Dearth 124th year of Ascendancy at 10:35 see stats
By TryHard the Whitehoof Sawbutcher level 30
33rd Revenge 124th year of Ascendancy at 12:28 see stats
By TryHard the Whitehoof Sawbutcher level 50
52nd Loss 124th year of Ascendancy at 13:34 see stats
By TryHard the Whitehoof Sawbutcher level 37
26th Pain 124th year of Ascendancy at 08:01 see stats
By TryHard the Whitehoof Sawbutcher level 50
47th Dearth 124th year of Ascendancy at 17:36 see stats
By TryHard the Whitehoof Sawbutcher level 25
17th Revenge 124th year of Ascendancy at 14:19 see stats
By TryHard the Whitehoof Sawbutcher level 45
14th Dearth 124th year of Ascendancy at 22:55 see stats
By TryHard the Whitehoof Sawbutcher level 16
35th Retaking 124th year of Ascendancy at 15:17 see stats
Log
Mayeda the elven warrior casts Illuminate.
TryHard shrugs off the effect 'Blinded'!
Mayeda the elven warrior's spell attains critical power!
Mayeda the elven warrior hits TryHard for (114 resist armour), 154 light (154 total damage).
Steam Powered Armour hits Mayeda the elven warrior for 24 lightning damage.
Burning from Mayeda the elven warrior hits TryHard for (114 resist armour), 0 fire (0 total damage).
Bleeding from TryHard hits Mayeda the elven warrior for 38 physical damage.
Burning from TryHard hits Mayeda the elven warrior for 96 fire damage.
Deep Wound from TryHard hits Mayeda the elven warrior for 19 physical damage.
Talent Spinal Break is ready to use.
Talent To The Arms is ready to use.
Burning from Mayeda the elven warrior hits TryHard for (113 resist armour), 0 fire (0 total damage).
Mayeda the elven warrior uses Flurry.
Mayeda the elven warrior performs a melee critical strike against TryHard!
TryHard shrugs off the critical damage!
Mayeda the elven warrior casts Flame.
Mayeda the elven warrior's spell attains critical power!
TryHard shrugs off the critical damage!
Mayeda the elven warrior performs a melee critical strike against TryHard!
TryHard shrugs off the critical damage!
Mayeda the elven warrior casts Flame.
Mayeda the elven warrior's spell attains critical power!
TryHard shrugs off the critical damage!
Mayeda the elven warrior performs a melee critical strike against TryHard!
TryHard shrugs off the critical damage!
TryHard resists!
Mayeda the elven warrior performs a melee critical strike against TryHard!
TryHard shrugs off the critical damage!
Mayeda the elven warrior performs a melee critical strike against TryHard!
Saving game...