Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Bastion 1.4.6A complete rework for Bulwark. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Everything is Unique! 1.1.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.4.8Donators/Buyers bonus! Adventurer Plus Addon 1.1.6Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. 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:
Anguished 1.4.8Adds the Anguished Class with 7 new talent trees and a new elf race; the Soulless. More info on the forums. Also, the file size is really large because Zerru gave me icons that were 512x512. And I'm too lazy to scale them down. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Select your Escorts 1.3.3Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Faster Hero Levelup 1.0.0Faster adventurer’s adapted to work with the hero addon class. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. No more creaky door 1.2.5Got rid of the most anoying door creaks. Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
Campaign | Orcs |
Mode | Madness Adventure |
Sex | Male |
Race | Orc |
Class | Warrior Hero |
Level / Exp | 50 / 802% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 353 (base 60) |
Dexterity | 369 (base 60) |
Constitution | 405 (base 60) |
Magic | 271 (base 60) |
Willpower | 270 (base 60) |
Cunning | 294 (base 60) |
Resources
Mana | 1642/2374 |
Psi_feedback | 0/785 |
Life | 24988/24936 |
Paradox | 300 |
Hate | 121/121 |
Equilibrium | 710 |
Vim | 1143/1144 |
Positive | 862/862 |
Stamina | 1437/1579 |
Psi | 975/975 |
Healing Factor | 1.24 |
Regeneration | 193.20645445677 |
Speed
Mental | +232.91826976519% |
Attack | +266.88583636309% |
Movement | +368.16268490773% |
Spell | +281.48969833662% |
Global | +345% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 10 |
See Stealth | 10 |
See Invisible | 9 |
Offense: Mainhand
Damage | 1088 |
Accuracy | 148 |
Crit Chance | 340% |
APR | 279 |
Speed | 0.30 |
Offense: Spell
Spellpower | 168 |
Crit Chance | 100% |
Speed | 0.26213027621984 |
Cooldown Reduction | 95.55 |
Offense: Mind
Mindpower | 167 |
Crit Chance | 100% |
Speed | 0.27256435132872 |
Offense: Damage Bonus
All | +8% |
Offense: Damage Penetration
All | +36% |
Defense: Base
Armour (hardiness) | 222.16963091468 (100%) |
Defense | 155 |
Ranged Defense | 155 |
Fatigue | 0 |
Physical Save | 202 |
Spell Save | 194 |
Mental Save | 184 |
Defense: Resistances
All | +229%(111%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 57% |
Poison Resistance | 86% |
Blind Resistance | 100% |
Silence Resistance | 57% |
Bleed Resistance | 70% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 47% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 28.3 steam per turn. Can be activated for an instant burst of 142 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 34.5 steam per turn. Can be activated for an instant burst of 172 steam. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 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 1227 damage for 3 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1247 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Corruption / Heart of Fire | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Sun | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Consumption | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Plague | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Two-handed assault | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Sanguisuge | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Doom | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Bloodthirst | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Two-handed weapons | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Avoidance | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Brutality | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Radiance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Gloom | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Pain | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Wrath | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Crusader | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Hounds | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Night | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Dread | 1.40 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Furnace | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Shadow magic | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Thoughts of iron | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Balance | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Dark thoughts | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Superiority | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Candle | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Speed Control | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Absorption | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Gestalt | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Engineering | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Black-magic | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Mentalism | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Herald | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torment | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Thuggery | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic strength | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Oppression | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Arms | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Unarmed training | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 1.40 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Control | 1.40 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Spirit | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Dream Forge | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Defiled mind | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.40 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Gestures | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Orc | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Feedback | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Acrobatics | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Blacksmith | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Combat |
talent | Balance of Powers |
talent | Range Amplification Device |
talent | Arcane Shield |
talent | Overcharged |
talent | Inner Power |
talent | Weapon of Light |
talent | Automated Cloak Tessellation |
talent | Shielding |
talent | Mental Tyranny |
talent | Melting Point |
talent | Kinetic Shield |
talent | Abyssal Shield |
talent | Hymn of Perseverance |
talent | Horrifying Blows |
talent | Gloom |
talent | Absorb Life |
talent | Soulbreak |
talent | Shadowblaze |
talent | Molten Iron Blood |
talent | Fiery Hands |
talent | Arcane Power |
talent | Lacerating Strikes |
talent | Temporal Hounds |
talent | Dancing Flame |
talent | Charged Shield |
talent | Furnace |
talent | Searing Sight |
talent | Forge Shield |
talent | Willful Tormenter |
talent | Shock Hands |
talent | ...Deepest Shadows |
talent | Weapon Folding |
talent | Embedded Restoration Systems |
talent | Chaos |
talent | Weapon of Wrath |
talent | Shadow Feed |
talent | Blood Vengeance |
talent | Iron Guard |
talent | Gestalt |
talent | Cleave |
talent | Overkill |
talent | Daunting Presence |
talent | Augmentation |
talent | Arcane Feed |
talent | Bleak Outcome |
talent | Second Life |
talent | Chant of Resistance |
talent | Brightest Lights... |
talent | Shadow Combat |
beneficial effect | All stats increased by 165. Pain Enhancement System |
beneficial effect | Steampower increased by 77. Gestalt |
beneficial effect | The thrill of combat improves the target's maximum life by 13%, life regeneration by 30.47, and stamina regeneration by 6.09. Bloodbath |
beneficial effect | You have 1 charges. Ominous Shadow Charges |
beneficial effect | The target is moving is 110% faster. 3 Celerity |
beneficial effect | You swaped an item without taking time this turn. Swift Hands |
beneficial effect | Increases attack, spell, and mind speed by 18%. 1 Time Dilation |
beneficial effect | Inspired by a recent kill increasing all resistance by 37%. Orcish Triumph |
beneficial effect | The target is filled with the Sun's fury, next Sun Beam will be instant cast. Sun's Vengeance |
beneficial effect | Next melee attack will always trigger incinerating blows, and the damage from incinerating blows will be multiplied by 217% Raging flames |
beneficial effect | The target is in a magical frenzy, improving spellpower by 32. Bloodlust |
beneficial effect | The target is surrounded by a magical shield, absorbing 4149/4149 damage before it crumbles. Damage Shield |
beneficial effect | Your next mind power will have a bonus effect added on to it. Spell Weaving |
beneficial effect | Next 4 melee attacks are certain to critically strike, and this unit has 37% more critical power. Voracious Blade |
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. | active |
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 giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | 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. | active |
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 |
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. | active |
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. | active |
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. | active |
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
Psionic focus | Champion's Will (67-107.2 power, 22 apr) Champion's Will (67-107.2 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 30% Wil, 115% Str, 50% Mag, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 396 light damage (based on Spellpower) in a radius 3 cone. * shock your foe dealing 73 damage and draining some of their resources Damage against: +0% Undead / +0% Demon / +0% Horror When wielded/worn: Changes stats: +15 Str / +8 Mag / +9 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 16 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +30% light Light radius: +9 See stealth: +10 Healing mod.: +10% It can be used to call light (244 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Khelondil the Flaremoon (3 def, 0 armour) Khelondil the Flaremoon (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 fire Changes stats: +7 Cun / +7 Wil Changes resistances: +28% acid / +14% physical / +20% darkness / +3% fire / +3% temporal Changes resistances penetration: +5% temporal Changes damage: +19% acid / +20% physical / +15% darkness / +18% mind / +9% temporal Maximum hate: +15.00 Mindpower: +15 (+2 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
On feet | Alegrim the pair of drakeskin leather boots (0 def, 6 armour) Alegrim the pair of drakeskin leather boots (0 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Armour: +6 Fatigue: +5% Changes stats: +12 Str / +3 Cun / +10 Con Changes resistances: +12% lightning / +12% temporal / +2% physical Changes damage: +9% physical Reduces incoming crit damage: 15.00% Physical save: +18 (+1 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Maximum stamina: +5.00 See invisible: +9 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 3.6 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Tool | voratun pickaxe 'Isusekira' (dig speed 9 turns) voratun pickaxe 'Isusekira' (dig speed 9 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +14 Effects on melee hit: * Slows global speed by 30% Changes stats: +14 Str / +4 Con Changes resistances: +9% blight / +9% lightning Spell save: +8 (+1 eff.) Maximum life: +36.00 Maximum stamina: +18.00 Light radius: +1 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 14 cooldown : Effective talent level: 3.6 Power cost: 14 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +81 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. |
On fingers | voratun ring 'Silita' voratun ring 'Silita'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Effects on melee hit: * 10 arcane resource burn Changes stats: +6 Wil / +8 Cun / +9 Con Changes resistances: +9% nature / +11% blight Critical mult.: +3.00% Maximum encumbrance: +10 Spell save: +19 (+2 eff.) Poison immunity: +16% Disease immunity: +26% Maximum stamina: +20.00 Mindpower: +8 (+1 eff.) Rings can have magical properties. |
On fingers | stralite ring 'Neradata' stralite ring 'Neradata'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +6 (+0 eff.) Changes stats: +11 Str / +16 Con Changes resistances: +14% blight Changes damage: +14% blight Spell save: +19 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +34.00 Maximum hate: +6.00 Mindpower: +2 (+0 eff.) Rings can have magical properties. |
Around neck | Brightsweep the stralite amulet Brightsweep the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +24 (+3 eff.) Armour penetration: +14 Physical crit. chance: +10.0% Defense: +12 (+3 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes stats: +14 Lck Changes resistances: +3% fire Changes damage: +3% fire / +12% temporal Critical mult.: +31.00% Reduce all damage from unseen attackers: 17% Amulets can have magical properties. |
In main hand | Dethblyd (70-112 power, 18 apr) Dethblyd (70-112 power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stats: 30% Wil, 60% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Physical crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% Damage against: +35% Undead / +35% Demon / +35% Horror When wielded/worn: Changes stats: +12 Str / +10 Mag / +6 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
On hands | Steam Powered Gauntlets (0 def, 15 armour) Steam Powered Gauntlets (0 def, 15 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: +15 Changes stats: +8 Str / +8 Dex Changes damage: +8% all Talent granted: +1 Sand Shredder Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 125% Gauntlets. But with steam power! |
Around waist | Silena the drakeskin leather belt Silena the drakeskin leather beltInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +23 (+2 eff.) Damage when hit (Melee): 4 acid / 8 temporal Changes stats: +10 Str / +10 Con Changes resistances penetration: +10% acid Changes damage: +21% acid Physical save: +42 (+4 eff.) Stamina each turn: +0.50 Mana each turn: +0.50 Psi each turn: +0.50 Mindpower: +7 (+1 eff.) Size category: +2 A belt that goes around your waist. |
Cloak | Shockwrest (4 def, 0 armour) Shockwrest (4 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +19 (+2 eff.) Armour penetration: +19 Defense: +4 (+1 eff.) Damage when hit (Melee): 4 lightning Changes stats: +5 Cun / +6 Dex Changes resistances: +30% lightning Changes resistances penetration: +10% arcane / +20% nature Changes damage: +12% lightning / +13% arcane / +3% nature Critical mult.: +41.00% Stealth bonus: +13 Stun/Freeze immunity: +50% Maximum mana: +68.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
medical injector implant of the warrior (efficiency 458% / cooldown 74%) medical injector implant of the warrior (efficiency 458% / cooldown 74%)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 458% efficiency and cooldown mod of 74%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 26) steam generator implant of the duelist (steam 26)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 26.1 steam per turn. Can be activated for an instant burst of 131 steam. 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.. |
steam generator implant of the psychic (steam 26) steam generator implant of the psychic (steam 26)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: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 25.7 steam per turn. Can be activated for an instant burst of 128 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.. |
Shimmerwisp ShimmerwispPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 45% chance to daze Damage (Melee): 11 light / 15 darkness Effects when hit in melee: * 15% chance to inflict damage reduction * 12% chance to blind Changes stats: +6 Mag / +7 Wil Changes damage: +23% light / +8% temporal / +23% darkness / +8% physical Mental save: +25 (+3 eff.) Confusion immunity: +21% Psi when hit: +0.08 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +23 (+3 eff.) Mental crit. chance: +1% Amulets can have magical properties. |
Sunstone SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+2 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
Xaniseda the voratun amulet Xaniseda the voratun amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Damage when hit (Melee): 8 mind Changes stats: +1 Str / +5 Wil / +4 Cun Changes resistances: +10% physical Changes resistances cap: +5% all Changes damage: +3% acid Physical save: +27 (+2 eff.) Mental save: +15 (+2 eff.) Confusion immunity: +21% Stamina each turn: +0.90 Mindpower: +13 (+1 eff.) See invisible: +3 Amulets can have magical properties. |
voratun amulet 'Shinetyphoon' voratun amulet 'Shinetyphoon'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 15% chance to blind Changes stats: +1 Cun / +7 Mag Changes resistances: +6% light Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.40 Spell / Earth Life regen: +4.10 Light radius: +3 Amulets can have magical properties. |
voratun amulet 'Yville' voratun amulet 'Yville'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +30 (+3 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Defense: +19 (+5 eff.) Changes stats: +20 Lck Changes resistances penetration: +5% temporal Changes damage: +6% arcane Critical mult.: +19.00% Spell save: +28 (+3 eff.) Cut immunity: +60% Maximum mana: +60.00 Spellpower: +4 (+0 eff.) Healing mod.: +30% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Reduce all damage from unseen attackers: 20% It can be used to activate talent Heal, placing all other charms into a 19 cooldown : Effective talent level: 1.0 Power cost: 19 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 576 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. warmaker's stralite amulet of visionwarmaker's stralite amulet of vision Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Str / +7 Dex / +8 Wil Blindness immunity: +25% Infravision radius: +6 Sight radius: +2 See invisible: +10 Amulets can have magical properties. |
Lightningwish LightningwishInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +25 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 lightning Changes stats: +17 Cun / +18 Dex Changes resistances: +3% acid / +35% cold / +6% nature / +9% darkness Changes damage: +16% cold Spell save: +20 (+2 eff.) Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stats: 30% Wil, 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Guleg the voratun battleaxe (59-88.5 power, 4 apr) Guleg the voratun battleaxe (59-88.5 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. Base power: 59.0 - 88.5 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom When wielded/worn: Accuracy: +16 (+2 eff.) Armour penetration: +19 Defense: +13 (+3 eff.) Damage when hit (Melee): 8 mind Changes resistances: +13% all Changes resistances penetration: +17% physical / +19% nature / +10% mind Changes damage: +14% physical Critical mult.: +20.00% Mental save: +10 (+1 eff.) Disarm immunity: +64% Massive two-handed battleaxes. |
voratun battleaxe 'Glaresnake' (59-88.5 power, 24 apr) voratun battleaxe 'Glaresnake' (59-88.5 power, 24 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. Base power: 59.0 - 88.5 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +24 Physical crit. chance: +28.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +66 insidious poison / +21 temporal / +28 nature Damage against: +0% Undead / +0% Demon / +0% Horror When wielded/worn: Physical crit. chance: +19.0% Physical power: +17 (+1 eff.) Changes resistances: +9% light Changes damage: +9% light / +15% darkness Light radius: +2 Massive two-handed battleaxes. |
Icy Kill (35-45.5 power, 10 apr) Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Mandible of Ungolmor (40-52 power, 12 apr) Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 30% Wil, 65% Cun, 50% Mag, 35% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Physical crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 13 power out of 40/40) : Effective talent level: 3.6 Power cost: 13 out of 40/40. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 228.64 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
This item will automatically be transmogrified when you leave the level. quick stralite dagger (29-37.7 power, 9 apr)quick stralite dagger (29-37.7 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 111% When wielded/worn: Accuracy: +11 (+1 eff.) Changes stats: +4 Dex Sharp, short and deadly. |
arcing iron greatmaul (15.5-23.25 power, 1 apr) arcing iron greatmaul (15.5-23.25 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 15.5 - 23.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning Massive two-handed mauls. |
Spectral Blade (24-38.4 power, 25 apr) Spectral Blade (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+1 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +0% Undead / +0% Demon / +20% Living / +0% Horror When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
The Black Spike (48-67.2 power, 20 apr) The Black Spike (48-67.2 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +5% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
voratun longsword 'Firenaught' (58.5-81.9 power, 6 apr) voratun longsword 'Firenaught' (58.5-81.9 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 58.5 - 81.9 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 19% * leeches stamina from the target Burst (radius 1) on hit: +12 physical Burst (radius 2) on crit: +8 fire When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +2 Str Changes resistances: +10% all Changes resistances penetration: +15% nature Changes damage: +6% mind Reduces incoming crit damage: 10.00% Life regen: +0.20 Sharp, long, and deadly. |
Nimbuswyrd (46-64.4 power, 6 apr) Nimbuswyrd (46-64.4 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +20 darkness Damage against: +20% Living When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 4 mind Critical mult.: +17.00% Spell save: +20 (+2 eff.) Equilibrium when hit: +0.08 Maximum hate: +4.00 Maximum psi: +40.00 Mindpower: +8 (+1 eff.) Blunt and deadly. |
Thunderfall (50-70 power, 6 apr) Thunderfall (50-70 power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +50 lightning / +50 physical Burst (radius 2) on crit: +100 lightning / +100 physical It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage, costing 32 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
hateful steel mace (14-19.6 power, 3 apr) hateful steel mace (14-19.6 power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +5 darkness Damage against: +5% Living Blunt and deadly. |
iron mace of erosion (13.5-18.9 power, 2 apr) iron mace of erosion (13.5-18.9 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.5 - 18.9 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +6 nature / +6 temporal Blunt and deadly. |
Charged Focus (10-11 power, 24 apr, lightning damage) Charged Focus (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+1 eff.) Maximum psi: +30.00 Mindpower: +12 (+1 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
Eyal's Will (22-24.2 power, 40 apr, nature damage) Eyal's Will (22-24.2 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 90% Wil, 50% Mag, 20% 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% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+2 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 16 power out of 30/30) : Effective talent level: 3.0 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 10, doing 297.26 slime damage for 19 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Kinetic Focus (6-6.6 power, 18 apr, physical damage) Kinetic Focus (6-6.6 power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+0 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
The Purifier (20-22 power, 32 apr, mindburn damage) The Purifier (20-22 power, 32 apr, mindburn damage)Requires: - Willpower 30 - Cunning 20 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 20.0 - 22.0 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mindburn Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil Changes resistances: +15% arcane / +15% fire Changes damage: +25% fire Talent masteries: +0.20 Wild-gift / Fire drake aspect +0.20 Wild-gift / Antimagic Spell save: +15 (+2 eff.) Mindpower: +15 (+2 eff.) This mindstar burns with the fiery passion... to burn others. It especially loves burning mages. |
This item will automatically be transmogrified when you leave the level. pulsing mindstar of venom (14-15.4 power, 32 apr, nature damage)pulsing mindstar of venom (14-15.4 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 14.0 - 15.4 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Nature 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): 12 acid Changes resistances: +12% acid Changes resistances penetration: +13% acid Changes damage: +17% acid Life regen: +1.50 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Layadhewe (30-36 power, 6 apr, cold element) Layadhewe (30-36 power, 6 apr, cold element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +9.0% Physical power: +11 (+1 eff.) Defense: +13 (+3 eff.) Effects on melee hit: * 10 arcane resource burn * 13% chance to blind Damage when hit (Melee): 8 acid Changes stats: +6 Con Changes resistances: +9% blight / +6% light Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +14.00% Spell save: +12 (+1 eff.) Life regen: +1.50 Spellpower: +27 (+3 eff.) Spell crit. chance: +9% Light radius: +5 Healing mod.: +20% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.4 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 581.82 light damage. Staves designed for wielders of magic, by the greats of the art. |
Murklord (19-22.8 power, 3 apr, blight element) Murklord (19-22.8 power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 19.0 - 22.8 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% darkness Changes damage: +19% blight Talent granted: +1 Command Staff Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +12 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Searvice the dragonbone magestaff (30-36 power, 6 apr, cold element) Searvice the dragonbone magestaff (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 fire When wielded/worn: Accuracy: +14 (+1 eff.) Physical crit. chance: +7.0% Physical power: +8 (+0 eff.) Defense: +11 (+3 eff.) Damage (Melee): 33 fire / 9 % chance of confusion Damage when hit (Melee): 8 arcane Changes resistances: +5% arcane Changes damage: +3% arcane / +30% cold Talent granted: +1 Command Staff Critical mult.: +52.00% Spellpower: +38 (+4 eff.) Spell crit. chance: +7% See invisible: +16 Damage Shield penetration: +28% Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff 'Pitchripper' (25-30 power, 5 apr, fire element) elven-wood magestaff 'Pitchripper' (25-30 power, 5 apr, fire element)Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +8.0% Physical power: +11 (+1 eff.) Defense: +10 (+3 eff.) Effects on melee hit: * 12% chance to blind Damage when hit (Melee): 8 darkness Changes stats: +6 Con Changes resistances: +9% lightning / +6% fire / +3% darkness Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +9.00% Life regen: +1.30 Spellpower: +28 (+3 eff.) Spell crit. chance: +7% Light radius: +4 Healing mod.: +19% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.4 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 581.82 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood starstaff of channeling (25-30 power, 5 apr, darkness element)elven-wood starstaff of channeling (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% darkness Talent granted: +1 Command Staff Mana each turn: +0.28 Spellpower: +28 (+3 eff.) Spell crit. chance: +4% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 16 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. OverburstOverburst Requires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Dam. multiplier: 120% Firing range: +7 On weapon hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. Travel speed: +600% Attacks use: 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
Shadowfear the voratun steamgun Shadowfear the voratun steamgunRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Mana Clash (20% chance level 1). On weapon hit: * Slows global speed by 40% Travel speed: +600% Burst (radius 2) on crit: +4 darkness Attacks use: 2.0 Steam When wielded/worn: Accuracy: +21 (+2 eff.) Physical crit. chance: +12.0% Damage (Ranged): 15 manaburn arcane Changes stats: +7 Wil Talent mastery: +0.20 Wild-gift / Antimagic Talent cooldown: Strafe (-2 turns) Spell save: +6 (+1 eff.) Mindpower: +11 (+1 eff.) Light radius: +3 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Shadowsmash ShadowsmashRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +35 nature / +20 ice Burst (radius 1) on hit: +4 arcane Attacks use: 2.0 Steam When wielded/worn: Armour: +15 Changes stats: +5 Dex Changes resistances: +6% blight / +12% darkness / +10% all Changes resistances penetration: +15% nature / +14% cold Disarm immunity: +5% Knockback immunity: +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Signal SignalRequires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Attack speed: 100% Dam. multiplier: 125% Firing range: +7 Travel speed: +300% Damage conversion: 80% fire burn Attacks use: 2.0 Steam It can be used to activate talent Flare (costing 11 power out of 20/20) : Effective talent level: 3.6 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You fire a burning shot, doing 109% fire damage to the target and lighting up the area around the target in a radius of 2. At level 3, it also has a chance to blind for 3 turns. An odd, stubby gun with a large, red barrel. |
voratun steamgun 'Pitchwaker' voratun steamgun 'Pitchwaker'Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Arcane Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). Travel speed: +600% Burst (radius 1) on hit: +6 darkness Attacks use: 2.0 Steam When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +5 Str / +4 Mag Changes resistances: +5% arcane Changes resistances penetration: +10% arcane / +21% physical Changes damage: +11% arcane / +3% darkness Spellpower: +12 (+1 eff.) Damage Shield penetration: +19% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Grinder (36-54 power, 20 apr) Grinder (36-54 power, 20 apr)Requires: - Strength 24 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 4 Base power: 36.0 - 54.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +14.0% Attack speed: 100% Block value: +50 Lifesteal (this weapon only): +5% Damage (Melee): +10 % chance of gloom effects Attacks use: 1.0 Steam When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Fatigue: +10% Talent granted: +2 Block On Taking Damage: Blindside the attacker (range 6). Originally a kitchen implement used by the giants to saw through tough, frozen carcasses. Something is especially sinister about this example though. |
Xerassra (39.5-59.25 power, 25 apr) Xerassra (39.5-59.25 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 39.5 - 59.3 Uses stats: 30% Wil, 50% Mag, 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: +102 On weapon crit: * wounds the target reducing their healing Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+1 eff.) Armour: +14 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +3 Dex / +8 Con Maximum wards: +6 lightning / +4 temporal / +4 blight / +6 fire / +6 cold Talents granted: +1 Ward +3 Block Maximum encumbrance: +20 Physical save: +11 (+1 eff.) Life regen: +0.60 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! |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Stamina each turn: +0.00 Mana each turn: +0.00 Psi each turn: +0.00 Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Layiwe the drakeskin leather belt Layiwe the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+0 eff.) Defense: +19 (+5 eff.) Changes resistances: +8% acid / +6% temporal / +8% cold / +8% fire / +6% nature / +5% lightning Changes damage: +6% mind Critical mult.: +10.00% Stealth bonus: +11 Confusion immunity: +15% Stamina each turn: +0.00 Mana each turn: +0.00 Psi each turn: +0.00 A belt that goes around your waist. |
Pressurizer (8 def, 0 armour) Pressurizer (8 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +3 Dex Talent masteries: +0.10 Steamtech / Automation +0.10 Steamtech / Avoidance Steampower: +10 (+2 eff.) Steam crit. chance: +10% This cloak hides and protects a series of powerful steam compressors. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+1 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Physical save: +0 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Pinning immunity: +0% Stun/Freeze immunity: +40% Knockback immunity: +0% Teleport immunity: +0% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 17 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
This item will automatically be transmogrified when you leave the level. undeterred pair of dwarven-steel boots of disengagement (0 def, 4 armour)undeterred pair of dwarven-steel boots of disengagement (0 def, 4 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Cun / +4 Dex Silence immunity: +34% Confusion immunity: +29% Stun/Freeze immunity: +31% It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 1.2 Power cost: 8 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of iron boots of uncanny dodging (2 def, 3 armour) undeterred pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% Silence immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hanubers the drakeskin leather gloves (0 def, 3 armour) Hanubers the drakeskin leather gloves (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+0 eff.) Armour penetration: +14 Physical crit. chance: +3.0% Armour: +3 Damage (Melee): 15 fire Changes stats: +4 Str / +7 Dex / +4 Wil / +6 Cun / +4 Con Changes resistances: +3% lightning / +9% darkness / +3% cold / +6% nature / +9% fire Changes damage: +9% fire Talent mastery: +0.20 Technique / Grappling Disarm immunity: +36% When used to modify unarmed attacks: Base power: 27.5 - 30.3 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +15 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). Burst (radius 2) on crit: +11 fire It can be used to activate talent Steady Shot, placing all other charms into a 11 cooldown : Effective talent level: 3.6 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 203% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Poronor the drakeskin leather gloves (4 def, 3 armour) Poronor the drakeskin leather gloves (4 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Damage (Melee): 15 cold Changes stats: +4 Str / +5 Mag / +5 Wil / +5 Cun / +4 Con Changes resistances: +9% light / +10% cold / +3% fire / +9% nature / +8% darkness Changes damage: +6% cold Talent mastery: +0.20 Technique / Grappling Disarm immunity: +34% Teleport immunity: +15% Infravision radius: +2 When used to modify unarmed attacks: Base power: 28.5 - 31.4 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Disarm (10% chance level 5). On weapon hit: * 40% chance to disease Burst (radius 2) on crit: +9 ice / +32 light / +44 darkness It can be used to activate talent Starfall, placing all other charms into a 11 cooldown : Effective talent level: 1.2 Power cost: 11 out of 20/20. Range: 9 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 379.48 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. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 20 darkness / 20 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -20% When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 50% Mag, 40% Cun, 70% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 125% It can be used to activate talent Frost Grab (costing 11 power out of 30/30) : Effective talent level: 4.0 Power cost: 11 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 7 turns. The ice will also deal 532.49 cold damage. The damage will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Willowmaster the drakeskin leather gloves (0 def, 3 armour) Willowmaster the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+0 eff.) Armour penetration: +12 Armour: +3 Damage (Melee): 7 arcane Changes stats: +7 Dex / +7 Mag / +8 Wil / +6 Cun / +5 Con Changes resistances: +8% arcane Changes damage: +9% nature Physical save: +30 (+3 eff.) Spell save: +8 (+1 eff.) Mental save: +28 (+3 eff.) Disarm immunity: +39% Equilibrium when hit: +0.08 Psi when hit: +0.04 Mindpower: +4 (+0 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Base power: 27.5 - 30.3 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +14 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +11 arcane / +20 physical Burst (radius 1) on hit: +4 nature It can be used to activate talent Steady Shot, placing all other charms into a 11 cooldown : Effective talent level: 3.6 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 203% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
psychic's iron gauntlets (0 def, 1 armour) psychic's iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 mind Changes resistances: +5% mind Changes damage: +3% mind When used to modify unarmed attacks: Base power: 8.5 - 11.9 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 125% When this weapon hits: Psychic Lobotomy (20% chance level 1). Burst (radius 2) on crit: +6 mind Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 32 power out of 60/60) : Effective talent level: 1.0 Power cost: 32 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Gutta (0 def, 3 armour) Gutta (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 temporal Changes resistances: +9% lightning / +8% temporal / +5% arcane / +9% fire / +3% mind / +6% cold Physical save: +16 (+1 eff.) Cut immunity: +25% Knockback immunity: +15% A hat made of leather. Very stylish. |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
Steamcatcher (12 def, 0 armour) Steamcatcher (12 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Steampower: +15 (+3 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
Visage of Nektosh (4 def, 8 armour) Visage of Nektosh (4 def, 8 armour)Requires: - Magic 12 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
drakeskin leather cap 'Cyrudhetha' (0 def, 5 armour) drakeskin leather cap 'Cyrudhetha' (0 def, 5 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Fatigue: +5% Changes stats: +2 Str / +1 Dex / +3 Cun / +13 Lck Changes resistances: +35% mind Mental save: +38 (+4 eff.) Confusion immunity: +74% Spell crit. chance: +8% Mental crit. chance: +5% See invisible: +12 A cap made of leather. |
drakeskin leather hat 'Rotwinnow' (9 def, 5 armour) drakeskin leather hat 'Rotwinnow' (9 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour: +5 Defense: +9 (+2 eff.) Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Effects when hit in melee: * 19% chance to gain 10% of a turn Damage when hit (Melee): 8 nature Changes stats: +7 Str / +3 Dex / +6 Cun / +9 Con Changes resistances: -32% light Changes resistances penetration: +5% nature Changes damage: +18% fire Physical save: +12 (+1 eff.) Mental save: +13 (+1 eff.) Life regen: +8.00 It can be used to activate talent Battle Cry, placing all other charms into a 15 cooldown : Effective talent level: 2.4 Power cost: 15 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 17 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
mindwoven linen wizard hat of corrosion (+16%) (1 def, 0 armour) mindwoven linen wizard hat of corrosion (+16%) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% acid Changes damage: +11% acid Psi each turn: +0.10 Mindpower: +2 (+0 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. werebeast's drakeskin leather hat (0 def, 5 armour)werebeast's drakeskin leather hat (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +4 Dex / +4 Cun / +4 Con Changes resistances: -39% light Life regen: +3.60 A hat made of leather. Very stylish. |
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+1 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 80 It can be used to activate talent Blood Grasp (costing 7 power out of 12/12) : Effective talent level: 6.0 Power cost: 7 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 1438.48 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Tarredofang (4 def, 7 armour) Tarredofang (4 def, 7 armour)Requires: - Strength 18 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +6% blight / +12% cold Spell save: +20 (+2 eff.) Disarm immunity: +20% Life regen: +13.60 Maximum life: +114.00 Healing mod.: +38% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked drakeskin leather armour of Toknor (5 def, 8 armour)spiked drakeskin leather armour of Toknor (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+0 eff.) Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 15 physical Critical mult.: +19.00% A suit of armour made of leather. |
iron plate armour of the dragon (3 def, 7 armour) iron plate armour of the dragon (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Changes stats: +2 Str / +2 Con Changes resistances: +6% acid / +6% physical / +6% cold / +6% lightning / +6% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +20% Stun/Freeze immunity: +21% Knockback immunity: +21% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Dimmoon the stralite shield (10 def, 13 armour, 223 block)Dimmoon the stralite shield (10 def, 13 armour, 223 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +13 Defense: +10 (+3 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 31% chance to reduce powers by 20% * 31 arcane resource burn Damage when hit (Melee): 18 ice Changes stats: +5 Wil / +2 Cun / +7 Con Changes resistances: +15% acid / +9% darkness / +18% cold / +17% nature / +12% mind Talent granted: +4 Block Handheld deflection devices. |
The Black Wall (12 def, 9 armour, 200 block) The Black Wall (12 def, 9 armour, 200 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +9 Defense: +12 (+3 eff.) Ranged Defense: +15 (+2 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +2% all Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
Unsetting Sun (16 def, 20 armour, 280 block) Unsetting Sun (16 def, 20 armour, 280 block)Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. Glows brightly in the light of dawn. When wielded/worn: Armour: +20 Defense: +16 (+4 eff.) Ranged Defense: +17 (+2 eff.) Fatigue: +14% Changes resistances: +30% blight / +30% darkness Talent granted: +5 Block Spell save: +19 (+2 eff.) Light radius: +2 When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
2 agate 2 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
393 alchemist agate 393 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tower Detonator Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
jade 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +0% light Light radius: +2 See stealth: +0 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. |
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. |
garnet 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% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)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 106 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. |
This item will automatically be transmogrified when you leave the level. barbed pouch of stralite shots of crippling (23/23, 44-52.8 power, 5 apr)barbed pouch of stralite shots of crippling (23/23, 44-52.8 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 44.0 - 52.8 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +14.5% Capacity: 23 On weapon crit: * wounds the target * cripple the target Damage (Ranged): +17 bleed Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. plaguebringer's pouch of dwarven-steel shots of crippling (20/20, 34.5-41.4 power, 3 apr)plaguebringer's pouch of dwarven-steel shots of crippling (20/20, 34.5-41.4 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.5 - 41.4 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +15.0% Capacity: 20 When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 13% chance to disease On weapon crit: * cripple the target Damage (Ranged): +13 blight Shots are used with slings to pummel your foes to death. |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
Huralin the Voidoracle [power 252] (15 cooldown) Huralin the Voidoracle [power 252] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to daze Changes resistances: +12% darkness / +3% lightning Maximum wards: +3 acid / +3 nature / +3 light Changes damage: +3% darkness Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +1 Ward It can be used to heal a target within range 13 (based on Willpower) for 252, putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
amethyst 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber 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% When used as an alchemist bomb: 10% chance to stun for 2 turns 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Gorky Barx the Orc Warrior Hero level 12
19th Retaking 124th year of Ascendancy at 14:25 see stats
By Gorky Barx the Orc Warrior Hero level 16
21st Retaking 124th year of Ascendancy at 20:32 see stats
By Gorky Barx the Orc Warrior Hero level 11
18th Retaking 124th year of Ascendancy at 07:27 see stats
By Gorky Barx the Orc Warrior Hero level 50
52nd Retaking 124th year of Ascendancy at 23:01 see stats
By Gorky Barx the Orc Warrior Hero level 27
24th Retaking 124th year of Ascendancy at 20:53 see stats
By Gorky Barx the Orc Warrior Hero level 10
18th Retaking 124th year of Ascendancy at 07:27 see stats
By Gorky Barx the Orc Warrior Hero level 20
24th Retaking 124th year of Ascendancy at 18:48 see stats
By Gorky Barx the Orc Warrior Hero level 30
25th Retaking 124th year of Ascendancy at 01:08 see stats
By Gorky Barx the Orc Warrior Hero level 40
33rd Retaking 124th year of Ascendancy at 02:42 see stats
By Gorky Barx the Orc Warrior Hero level 50
39th Retaking 124th year of Ascendancy at 07:21 see stats
By Gorky Barx the Orc Warrior Hero level 13
19th Retaking 124th year of Ascendancy at 21:22 see stats
By Gorky Barx the Orc Warrior Hero level 30
25th Retaking 124th year of Ascendancy at 01:12 see stats
By Gorky Barx the Orc Warrior Hero level 14
21st Retaking 124th year of Ascendancy at 01:21 see stats
By Gorky Barx the Orc Warrior Hero level 11
19th Retaking 124th year of Ascendancy at 11:29 see stats
By Gorky Barx the Orc Warrior Hero level 16
21st Retaking 124th year of Ascendancy at 17:55 see stats
By Gorky Barx the Orc Warrior Hero level 6
11st Retaking 124th year of Ascendancy at 05:20 see stats
By Gorky Barx the Orc Warrior Hero level 2
10th Retaking 124th year of Ascendancy at 11:00 see stats
Log
Gorky Barx deactivates Shadow Feed.
Gorky Barx deactivates Overkill.
Gorky Barx deactivates Bleak Outcome.
Gorky Barx deactivates Second Life.
Gorky Barx deactivates Weapon of Wrath.
Gorky Barx deactivates Gestalt.
Gorky Barx deactivates Abyssal Shield.
Gorky Barx deactivates Temporal Hounds.
Gorky Barx deactivates Hymn of Perseverance.
Gorky Barx deactivates Lacerating Strikes.
Gorky Barx deactivates Fiery Hands.
Gorky Barx deactivates Kinetic Shield.
Gorky Barx deactivates Arcane Combat.
Gorky Barx deactivates Embedded Restoration Systems.
Gorky Barx deactivates his cloak's restoration systems.
Gorky Barx deactivates Brightest Lights....
Gorky Barx deactivates Horrifying Blows.
Gorky Barx deactivates Willful Tormenter.
Gorky Barx is no longer inspired.
Gorky Barx deactivates Molten Iron Blood.
Gorky Barx deactivates Balance of Powers.
Gorky Barx deactivates Soulbreak.
Gorky Barx deactivates Charged Shield.
Gorky Barx deactivates Blood Vengeance.
Gorky Barx deactivates Dancing Flame.
The demonic flame around Gorky Barx calms down and disappears.
Gorky Barx deactivates Melting Point.
Gorky Barx deactivates Absorb Life.
Gorky Barx no longer revels in blood quite so much.
Gorky Barx deactivates Chant of Resistance.