














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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. Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 50 / 145% |
| Size | medium |
| Lifes / Deaths | Killed by giant spider at level 20 on the 29th Haze 122nd year of Ascendancy at 18:07 0 / 8Killed by Ce'Neda the cold drake at level 27 on the 17th Regrowth 123rd year of Ascendancy at 04:39 Killed by Silatta the snow giant boulder thrower at level 28 on the 20th Regrowth 123rd year of Ascendancy at 07:30 Killed by shiaak venomblade at level 38 on the 4th Pyre 123rd year of Ascendancy at 23:36 Killed by orc high pyromancer at level 39 on the 10th Pyre 123rd year of Ascendancy at 12:00 Killed by orc necromancer at level 50 on the 16th Dusk 123rd year of Ascendancy at 06:34 Killed by Aeth's Inner Demon at level 50 on the 18th Dusk 123rd year of Ascendancy at 06:17 Killed by Niaki the uruivellas at level 50 on the 35th Dusk 123rd year of Ascendancy at 09:23 |
Primary Stats
| Strength | 89 (base 60) |
| Dexterity | 145 (base 66) |
| Constitution | 107 (base 32) |
| Magic | 77 (base 11) |
| Willpower | 92 (base 11) |
| Cunning | 187 (base 60) |
Resources
| Life | -161/1376 |
| Mana | 66/684 |
| Stamina | 262/442 |
| Steam | 80/100 |
| Healing Factor | 1.0752707581229 |
| Regeneration | 225.38750361014 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +71.428571428571% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 12 |
| See Stealth | 107.18242696903 |
| See Invisible | 99.182426969029 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 206 |
| Accuracy | 104 |
| Crit Chance | 71% |
| APR | 74 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 176 |
| Accuracy | 104 |
| Crit Chance | 83% |
| APR | 77 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 56% |
| Speed | 1 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 56% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Blight | +33% |
| Arcane | +6% |
| All | 0% |
| Darkness | +20% |
| Light | +30% |
| Temporal | +15% |
| Fire | +10% |
| Nature | +50% |
Offense: Damage Penetration
| Nature | +15% |
| Lightning | +8% |
| Physical | +11% |
| Temporal | +25% |
| Blight | +15% |
| Arcane | +35% |
| Acid | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 38.928671294584 (75.376569037657%) |
| Defense | 68 |
| Ranged Defense | 71 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 57 |
| Mental Save | 71 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 69%( 70%) |
| Arcane | + 26%( 70%) |
| Cold | + 54%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 48%( 70%) |
| Temporal | + 23%( 70%) |
| Darkness | + 70%( 70%) |
| Physical | + 53%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Disarm Resistance | 50% |
| Silence Resistance | 20% |
| Bleed Resistance | 10% |
| Confusion Resistance | 50% |
| Knockback Resistance | 0% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 34% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 280% efficiency and cooldown mod of 67%. Its effects scale with your Dexterity 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 1047 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1018% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 184% efficiency and cooldown mod of 55%. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Duelist | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Technique / Assassination | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Cunning / Poisons | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Premonition |
| talent | Leeching Poison |
| talent | Numbing Poison |
| beneficial effect | All stats increased by 44. Pain Enhancement System |
| detrimental effect | Reduces global action speed by 40%. Slow |
| beneficial effect | A flow of life spins around the target, regenerating 209.36 life per turn. Regeneration |
| beneficial effect | Reduces darkness damage received by 17%. Premonition Shield |
| detrimental effect | The target's final doom is drawing near, reducing healing factor by 80% and dealing 144.66 arcane damage per turn. The effect will stop if the caster dies. Impending Doom |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+18). Continuum Destabilization |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Zone-wide effect: The flames of the Fearscape increase all fire and blight damage by 10%, but the weird gravity reduces knockback resistance by 20%. Fearscape Zone |
| detrimental effect | The target is on fire, taking 52.82 fire damage per turn. Burning |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target's combat attack is improved by 119. Attack |
| beneficial effect | Has 7 throwing knives prepared: 7 KnivesRange: 7 Net Damage: 232 - 324 Accuracy: 122 (knife) APR: 77 Crit Chance: +76% Crit mult: 198% Uses Stats: 50% Cun, 70% Dex |
| detrimental effect | The target has been splashed with acid, taking 28.22 acid damage per turn, reducing armour by 41 and attack by 36. Acid Splash |
| beneficial effect | Reduces physical damage received by 22% and provides a 11% chance to ignore critical hits. Juggernaut |
| beneficial effect | Parrying melee and ranged attacks: Has a 79% chance to deflect up to 41 damage from the next 1.5 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by Glyra the master vampire. Escort: injured seer (level 6 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by minotaur. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lost anorithil from death by Poluta the fox. Escort: lost anorithil (level 7 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You failed to protect the repented thief from death by vampire lord. Escort: repented thief (level 3 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Cyreldavea the ghast. Escort: worried loremaster (level 1 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Adakira the grave wight. Escort: worried loremaster (level 4 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Getakhad (0 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes resistances: +11% acid / +6% blight / +10% fire / +11% lightning / +10% cold Changes resistances penetration: +15% blight / +25% temporal Changes damage: +12% blight / +9% temporal A pair of boots made of leather. |
| Quiver | pouch of stralite shots 'Dairogar' (55/55, 58.5-70.2 power, 12 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 58.5 - 70.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Crit. chance: +5.5% Capacity: 55 Turns elapse between self-loadings: 4 On weapon hit: * 20% chance to corrode armour by 30% Damage (Melee): +16 acid / +11 cold Damage (Ranged): +16 acid / +11 cold Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +8 acid Shots are used with slings to pummel your foes to death. |
| Light source | Sun Flare :ok_hand: :100: Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +4 Armour: +7 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +1 Str / +11 Cun / +3 Con Changes resistances: +13% darkness Changes damage: +30% light / +6% temporal Damage affinity(heal): +5% light Maximum life: +30.00 Light radius: +10 Infravision radius: +8 See stealth: +8 It can be used to activate talent Sun Flare, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 17.81 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | warlord's drakeskin leather hat of trickery (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +5 Physical power: +10 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +6 Str / +4 Dex / +5 Wil / +14 Cun Changes resistances: +9% physical Physical save: +12 (+3 eff.) Mental save: +15 (+3 eff.) A hat made of leather. Very stylish. |
| On hands | P E N E T R A T O R (6 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: +19 (+3 eff.) Armour penetration: +29 Armour: +3 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Damage (Melee): 14 blight Changes stats: +17 Dex / +18 Cun / +6 Con Changes resistances: +10% blight / +6% cold / +6% nature / +5% arcane Changes damage: +11% blight Talent granted: +5 Hand Cannon Critical mult.: +15.00% Physical save: +30 (+8 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Disease immunity: +20% Disarm immunity: +50% When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +20 Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Strike (30% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Soul Rot (20% chance level 5). Damage (Melee): +29 physical Burst (radius 2) on crit: +15 blight It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+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. |
| On fingers | okay surePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +6 Defense: +10 (+3 eff.) Fatigue: -6% Changes stats: +3 Str / +7 Mag / +6 Wil / +5 Cun Maximum encumbrance: +23 Spellpower: +8 (+3 eff.) Healing mod.: +10% Rings can have magical properties. |
| On fingers | mostly trash ring but confuse res???Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +6 Changes stats: +11 Mag / +10 Wil / +8 Cun / +6 Con Changes resistances: +6% cold / +6% darkness / +3% fire Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Physical save: +20 (+5 eff.) Spell save: +20 (+6 eff.) Mental save: +34 (+8 eff.) Confusion immunity: +50% Maximum stamina: +40.00 Spellpower: +15 (+5 eff.) Mindpower: +6 (+1 eff.) Rings can have magical properties. |
| Around neck | Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 18 power out of 44/60) : Effective talent level: 2.0 Power cost: 18 out of 44/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Herand (50-65 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 50.0 - 65.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn * splashes acid on your target dealing 58 damage and reducing their armor Damage (Melee): +12 arcane When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +12 Damage when hit (Melee): 12 arcane Changes stats: +3 Str / +3 Dex / +4 Mag / +3 Wil / +3 Cun / +4 Con Changes resistances penetration: +8% lightning / +11% physical / +25% arcane Sharp, short and deadly. |
| Around waist | Bethevena Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +5 Cun / +6 Lck Changes resistances: +12% temporal Trap disarming bonus: +10 Stealth bonus: +10 Blindness immunity: +15% Cut immunity: +10% Silence immunity: +20% Infravision radius: +4 A belt that goes around your waist. |
| In off hand | 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: 35% Dex, 65% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 56 damage and reducing their armor 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 15 power out of 40/40) : Effective talent level: 3.0 Power cost: 15 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 15.26 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. |
| Cloak | cashmere cloak 'Satyrstake' (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+0 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Cun / +3 Dex Changes resistances: +30% lightning / +9% darkness / +3% nature Changes resistances penetration: +15% nature Physical save: +8 (+2 eff.) Mental save: +7 (+1 eff.) Stun/Freeze immunity: +50% Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | quality track meme (5 def, 28 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +28 Armour Hardiness: +0% Defense: +5 (+1 eff.) Fatigue: +9% Effects on melee hit: * 35% chance to corrode armour by 30% Damage when hit (Melee): 11 light / 50 physical Changes stats: +10 Str / +6 Wil Changes resistances: +15% physical / +50% darkness / +29% blight / +25% cold / +10% arcane Changes resistances penetration: +10% acid / +10% arcane Changes damage: +18% acid / +6% arcane Spell save: +22 (+6 eff.) Light radius: +4 It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 2.6 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 54 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 132% / cooldown 65%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 132% efficiency and cooldown mod of 65%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the titan (efficiency 187% / cooldown 76%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 187% efficiency and cooldown mod of 76%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 764 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 764 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 397 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 397 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the warrior (771% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 771% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the duelist (+26 for 11 turns, die at -1122)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 26 for 11 turns. While Heroism is active, you will only die when reaching -1122 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+26 for 7 turns, die at -996)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 26 for 7 turns. While Heroism is active, you will only die when reaching -996 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.invisibility rune (power 12 for 8 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 12) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.schematic: Fungal Web Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Leluroddamnir the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +5 Dex Critical mult.: +9.00% Maximum stamina: +15.00 Amulets can have magical properties. |
copper amulet 'Lightshaper'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +6% darkness / +6% light Changes damage: +3% darkness Life regen: +1.00 Amulets can have magical properties. |
steel amulet 'Islassra'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +6 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +5 Dex Changes resistances: +8% physical Physical save: +20 (+5 eff.) Stamina each turn: +0.20 Healing mod.: +15% Amulets can have magical properties. |
VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
WeepreekCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to daze at end of turn Changes damage: +27% nature / +21% lightning Disarm immunity: +25% Pinning immunity: +24% Knockback immunity: +22% Maximum life: +26.00 Rings can have magical properties. |
mule's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Fatigue: -5% Maximum encumbrance: +20 Spellpower: +6 (+2 eff.) Mindpower: +5 (+1 eff.) Rings can have magical properties. |
Ce'NabretaCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances penetration: +5% blight / +5% mind Mental save: +12 (+3 eff.) Disarm immunity: +22% Confusion immunity: +45% Pinning immunity: +22% Knockback immunity: +20% Mana each turn: +0.04 Maximum life: +22.00 Mindpower: +4 (+1 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.stralite ring 'Eclipserupture' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 38% chance to inflict 15% damage reduction Damage when hit (Melee): 4 temporal Changes stats: +9 Con Changes resistances: +18% darkness Changes resistances penetration: +15% darkness Changes damage: +36% fire / +18% darkness / +6% temporal Physical save: +18 (+5 eff.) Rings can have magical properties. |
Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
This item will automatically be transmogrified when you leave the level.stralite battleaxe 'Lisywe' (62-93 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 62.0 - 93.0 Uses stat: 120% Str Damage type: Lightning Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% arcane Physical save: +9 (+3 eff.) Mental save: +38 (+9 eff.) Blindness immunity: +15% Poison immunity: +15% Stun/Freeze immunity: +25% Knockback immunity: +15% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.caustic voratun greatsword of amnesia (63-100.8 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 24% chance to corrode armour by 30% * 25% chance to put talents on cooldown When wielded/worn: Changes resistances penetration: +21% acid Life regen: +3.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Sunstrider the stralite longsword (35-49 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 16 bleeding, 58% reduced healing Damage (Melee): +16 arcane / +12 fire Burst (radius 1) on hit: +8 arcane When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+3 eff.) Changes resistances: +5% arcane / +9% fire Changes resistances penetration: +26% arcane Changes damage: +18% arcane Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.voratun longsword 'Cleansetorrent' (43-60.2 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +20 acid / +12 fire Burst (radius 1) on hit: +16 nature When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances penetration: +20% lightning Changes damage: +12% lightning / +24% fire / +18% nature Sharp, long, and deadly. |
iron dagger (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger of massacre (15-19.5 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Charstar the dwarven-steel dagger (19-24.7 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +5 lightning When wielded/worn: Physical crit. chance: +6.0% Changes stats: +2 Cun Changes damage: +6% fire Equilibrium when hit: +0.08 Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +10 Sharp, short and deadly. |
chilling dwarven-steel dagger of daylight (17-22.1 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +5 light / +11 cold Damage against: +8% Undead Sharp, short and deadly. |
insidious dwarven-steel dagger of erosion (18-23.4 power, 7 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +20 insidious poison / +4 temporal / +4 nature Sharp, short and deadly. |
Dourvortex (33.5-43.55 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 33.5 - 43.6 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +16 cold Burst (radius 2) on crit: +12 darkness When wielded/worn: Physical power: +11 (+2 eff.) Damage when hit (Melee): 12 darkness Changes stats: +4 Con Changes resistances: +6% darkness Changes resistances penetration: +5% physical / +10% darkness / +5% nature Disarm immunity: +14% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.stralite dagger 'Gleamrazor' (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: 45% Cun, 45% Dex Damage type: Arcane Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +24 arcane Burst (radius 2) on crit: +8 arcane When wielded/worn: Armour penetration: +11 Changes stats: +11 Wil Changes resistances: +6% light Changes resistances penetration: +20% mind / +11% physical Changes damage: +6% arcane / +11% physical Mental crit. chance: +5% Light radius: +3 Sharp, short and deadly. |
stralite dagger of purging (27.5-35.75 power, 9 apr)Requires: - Dexterity 35 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +8 nature Sharp, short and deadly. |
Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 35% Cun, 55% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+4 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 24 power out of 50/50) : Effective talent level: 2.0 Power cost: 24 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 4.78 acid and 5.39 blight damage. If not cleared after five turns it will inflict 30.58 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Velyrilaith (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) On weapon crit: * cripple the target Damage (Melee): +11 darkness / +12 arcane Burst (radius 2) on crit: +4 temporal Damage against: +12% Living When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +9.0% Damage when hit (Melee): 4 temporal Changes stats: +4 Str Changes damage: +8% physical Stamina when hit: +2.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Glimmerfame (14-15.4 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +10 Cun / +3 Wil Changes resistances: +6% darkness / +9% temporal Changes resistances penetration: +32% mind / +20% light Critical mult.: +35.00% Physical save: +9 (+3 eff.) Disease immunity: +15% Confusion immunity: +20% Pinning immunity: +10% Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Zubodhenn the Bilemaster (17-18.7 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 24 arcane resource burn * Slows global speed by 51% On weapon crit: * burns latent spell energy Damage Shield penetration (this weapon only): +20% When wielded/worn: Armour penetration: +2 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +8 Changes resistances: +18% nature Changes resistances penetration: +32% nature Changes damage: +10% arcane Spell save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.stralite steamgun 'Hellsenvy' Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +10 On weapon hit: * Slows global speed by 40% Travel speed: +600% Burst (radius 1) on hit: +8 fire Attacks use: 2.0 Steam When wielded/worn: Changes stats: +4 Dex Changes resistances: +6% nature Changes resistances penetration: +26% nature Changes damage: +31% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.Voidpython the quiver of dragonbone arrows (20/20, 52.5-73.5 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 On weapon hit: * 51% chance to daze at end of turn * 51% chance to cause random gloom * 25% chance for lightning to arc to a second target Damage (Ranged): +26 lightning / +8 darkness / +8 blight Burst (radius 1) on hit: +12 lightning / +16 darkness / +8 blight Burst (radius 2) on crit: +40 blight Arrows are used with bows to pierce your foes to death. |
deadly pouch of dwarven-steel shots of erosion (16/16, 44.5-53.4 power, 3 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 44.5 - 53.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 16 Damage (Ranged): +8 nature / +5 temporal Shots are used with slings to pummel your foes to death. |
Elatira the pouch of stralite shots (47/47, 48.5-58.2 power, 12 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 48.5 - 58.2 Uses stats: 50% Cun, 70% Dex Damage type: Acid Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Crit. chance: +5.5% Capacity: 47 Turns elapse between self-loadings: 3 On weapon hit: * 10% chance to crush the target Damage (Ranged): +12 gravity / +25 fire / +8 temporal Burst (radius 2) on crit: +8 fire / +8 temporal Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.icy voratun shield of radiance (12 def, 3 armour, 183 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 8 cold Effects when hit in melee: * 40% chance to blind Damage when hit (Melee): 17 ice Changes stats: +6 Con / +4 Mag Changes resistances: +16% light Talent granted: +5 Block Handheld deflection devices. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Fatigue: +0% Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Turotorig the silk robe (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +0 Armour Hardiness: +0% Defense: +3 (+1 eff.) Fatigue: +0% Damage when hit (Melee): 8 arcane / 8 acid Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +13% lightning / +19% darkness / +5% arcane / +5% blight / +9% cold / +18% mind / +3% acid Changes resistances penetration: +15% arcane / +5% acid Changes damage: +8% lightning / +9% physical / +13% cold Physical save: +15 (+4 eff.) Spell save: +14 (+4 eff.) Mental save: +20 (+5 eff.) Life regen: +2.50 Maximum life: +72.00 Healing mod.: +17% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
hardened leather armour of Eyal (3 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Life regen: +1.10 Maximum life: +40.00 Healing mod.: +11% A suit of armour made of leather. |
Giluneg the drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Physical power: +34 (+8 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +8 Str / +9 Mag / +8 Wil Changes resistances: +43% lightning / +6% temporal / +3% blight Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Blindness immunity: +35% Disarm immunity: +5% Confusion immunity: +10% Spellpower: +17 (+6 eff.) Spell crit. chance: +7% Mindpower: +23 (+5 eff.) Mental crit. chance: +9% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.drakeskin leather armour 'Boltraze' (14 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +14 (+4 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 16 lightning Changes resistances: +6% arcane / +44% fire / +12% light / +9% cold Mental save: +15 (+3 eff.) Blindness immunity: +30% Disease immunity: +25% Stun/Freeze immunity: +15% A suit of armour made of leather. |
Ulurathel the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Physical crit. chance: +2.0% Physical power: +7 (+1 eff.) Changes stats: +1 Dex Changes resistances: +9% acid Changes damage: +9% physical Spell save: +6 (+2 eff.) Life regen: +0.20 Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.drakeskin leather belt 'Lelyrodar' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 38% chance to corrode armour by 30% Changes stats: +12 Dex / +8 Mag / +5 Cun / +10 Lck Changes resistances: +6% arcane / +6% acid Changes damage: +9% arcane / +15% acid Reduces incoming crit damage: 19.00% Trap disarming bonus: +30 Stealth bonus: +15 Infravision radius: +8 A belt that goes around your waist. |
thick cashmere cloak of Iron Throne (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +11.00 A pair of boots made of leather. |
Lelolerak the pair of iron boots (9 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +2% Changes stats: +6 Dex / +2 Con Grants telepathy: Dragon Infravision radius: +2 See invisible: +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unrular the pair of iron boots (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +2% Changes stats: +2 Con Critical mult.: +3.00% Maximum life: +30.00 Spellpower: +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Deepswing' (3 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +6 Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Damage when hit (Melee): 4 darkness Changes stats: +2 Dex Changes resistances: +2% physical Changes damage: +9% physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Singeoracle' (11 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +11 (+3 eff.) Fatigue: +2% Damage when hit (Melee): 4 fire Changes resistances: +15% light / +3% fire Changes resistances penetration: +20% light / +5% fire Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 2.6 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 45 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Anti-Gravity Boots (8 def, 8 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 4% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (60 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (100 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 11 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
This item will automatically be transmogrified when you leave the level.restorative pair of voratun boots (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Life regen: +4.10 Healing mod.: +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
corrosive rough leather gloves of strength (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Damage (Melee): 6 acid Changes stats: +3 Str Changes resistances: +6% acid Changes damage: +4% acid When used to modify unarmed attacks: Base power: 12.5 - 13.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Acid Breath (10% chance level 1). Burst (radius 2) on crit: +6 acid Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Ivyvena' (0 def, 7 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 arcane Changes stats: +3 Mag / +4 Wil / +3 Con Changes resistances: +4% arcane Maximum life: +50.00 Healing mod.: +5% When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +4 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Dex, 40% Cun, 20% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 8 power out of 12/12) : Effective talent level: 5.0 Power cost: 8 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 31.72 fire damage and 34.60 darkness damage in a radius of 6. The damage will increase with your Spellpower. Attackspeed is 100% for non-Brawlers! These fell looking gloves glow with untold power. |
This item will automatically be transmogrified when you leave the level.Oakterror the drakeskin leather gloves (11 def, 11 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +11 Defense: +11 (+3 eff.) Ranged Defense: +11 (+3 eff.) Effects on melee hit: * Slows global speed by 38% Changes resistances: +6% light / +9% blight Changes resistances penetration: +10% nature Spell save: +18 (+5 eff.) Disease immunity: +15% Mana each turn: +0.37 Spellpower: +16 (+5 eff.) Spell crit. chance: +10% Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% When used to modify unarmed attacks: Base power: 27.5 - 30.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Elemental Bolt (10% chance level 5). Damage (Melee): +8 nature / +20 light / +19 arcane Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of war-making (0 def, 9 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Armour: +9 Critical mult.: +11.00% Mental save: +11 (+2 eff.) Maximum life: +72.00 Spell crit. chance: +13% Mental crit. chance: +14% When used to modify unarmed attacks: Base power: 41.0 - 45.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +5 Crit. chance: +13.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arimavor (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +1 Changes stats: +3 Cun / +2 Wil Critical mult.: +3.00% Life regen: +1.20 Stamina each turn: +0.50 Maximum stamina: +11.00 When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 1). Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+0 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Implode (5% chance level 1). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Poisonous Bite (20% chance level 3). It can be used to activate talent Mindhook (costing 10 power out of 24/24) : Effective talent level: 4.0 Power cost: 10 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. Attackspeed is 100% for non-Brawlers! These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Garekira the voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +13 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Damage (Melee): 20 light / 12 blight Changes stats: +8 Dex / +8 Cun / +2 Con Changes resistances: +15% light / +9% blight Changes damage: +9% light / +9% blight When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +24 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Soul Rot (20% chance level 5). On weapon hit: * 13% chance to blind Damage (Melee): +8 temporal Burst (radius 2) on crit: +10 blight It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Attackspeed is 100% for non-Brawlers! Gauntlets. But with steam power! |
grounding linen wizard hat of corrosion (+6%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% lightning / +5% temporal / +15% acid Changes damage: +10% acid A pointy cloth hat, very wizardly... |
linen wizard hat 'Porinn' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +1 Physical crit. chance: +2.0% Defense: +1 (+0 eff.) Changes resistances: +15% darkness Changes resistances penetration: +5% mind Changes damage: +10% darkness Grants telepathy: Dragon A pointy cloth hat, very wizardly... |
Plagueparry the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 15% * 30% chance to corrode armour by 30% Changes resistances: +3% acid / +8% cold / +3% nature Changes resistances penetration: +10% acid Changes damage: +9% acid / +6% nature Allows you to breathe in: water A cap made of leather. |
Ulfunik (9 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +8.0% Armour: +1 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +1% Changes stats: +2 Con Changes resistances: +11% light / +11% darkness Changes resistances penetration: +10% physical A cap made of leather. |
rough leather cap 'Glinor' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+0 eff.) Armour: +1 Fatigue: +1% Changes stats: +5 Str / +3 Con Changes resistances: +3% blight Changes resistances penetration: +5% physical Stamina each turn: +0.20 Maximum life: +30.00 A cap made of leather. |
Layena the Glowmistress (11 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +11 (+3 eff.) Ranged Defense: +9 (+2 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +2 Dex / +6 Wil / +6 Cun Changes damage: +9% physical Mental save: +21 (+5 eff.) Confusion immunity: -20% Fear immunity: -20% Maximum life: +30.00 Mental crit. chance: +6% Light radius: +3 It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 77 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.drakeskin leather cap (0 def, 5 armour) 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% A cap made of leather. |
Eilinenn (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +8 Str / +2 Mag Changes damage: +6% arcane Physical save: +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Heavy 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: +10 Wil / +3 Con 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 36 power out of 60/60) : Effective talent level: 1.0 Power cost: 36 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. |
Polulaith the Glowpanic (6 def, 10 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +6 (+2 eff.) Fatigue: +4% Changes stats: +0 Cun / +2 Wil Changes resistances: +5% lightning / +8% temporal / +6% light / +4% all Physical save: +8 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +0 (+0 eff.) Stamina when hit: +1.50 Equilibrium when hit: +1.10 Spellpower on spell critical (stacks up to 3 times): +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
1491 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. |
66 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Radhudil the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +6% mind Changes resistances penetration: +15% acid / +10% mind Changes damage: +3% acid / +3% mind Maximum life: +41.00 Light radius: +2 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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
survivor's brass lantern of clarityInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Mental save: +6 (+1 eff.) Light radius: +2 See stealth: +7 See invisible: +5 Healing mod.: +13% 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. |
survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +0% light Physical save: +6 (+2 eff.) Maximum life: +40.00 Light radius: +2 See stealth: +0 Healing mod.: +11% 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. |
Woecutter the alchemist's lampPowered by arcane forces Crafted by a master -1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +10 Mag Changes resistances: +6% darkness Changes damage: +6% blight / +0% light Blindness immunity: +31% Confusion immunity: +16% Spellpower: +17 (+6 eff.) Light radius: +10 See stealth: +11 See invisible: +10 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.6 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 54 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
good head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Accuracy: +4 (+0 eff.) Light radius: +4 Tinkers can be attached to normal items to improve them with steam power! |
steel armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Armour: +2 Armour Hardiness: +20% Fatigue: +4% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +6 Cun Mental save: +9 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
powerful fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 75 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft ablative armourPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Armour: +8 Reduces incoming crit damage: 28.00% Tinkers can be attached to normal items to improve them with steam power! |
stralite armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Armour: +4 Armour Hardiness: +20% Fatigue: +2% Tinkers can be attached to normal items to improve them with steam power! |
stralite deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'belt' When attach to an other item: Defense: +8 (+2 eff.) Slows Projectiles: +20% Tinkers can be attached to normal items to improve them with steam power! |
potent healing salve [power 551] potent healing salve [power 551]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 280% efficiency and 67% cooldown modifier. It can be used to heal 551, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
great frost salve [power 58] great frost salve [power 58]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 280% efficiency and 67% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (58% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
great frost salve [power 58] great frost salve [power 58]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 280% efficiency and 67% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (58% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
great water salve [power 58] great water salve [power 58]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 280% efficiency and 67% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (58% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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 120 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. |
Beloba the ash totem of thorny skin [power 29] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Str / +3 Dex Changes damage: +9% mind Psi when hit: +0.16 Light radius: +3 It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.Nerudheta the dragonbone wand of clairvoyance [power 16] (4 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Dex / +3 Mag / +6 Cun Maximum vim: +50.00 Spell crit. chance: +3% Damage Shield penetration: +40% It can be used to reveal the area around you, dispelling darkness (radius 16, power 82 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Aeth the Cornac Rogue level 34
69th Regrowth 123rd year of Ascendancy at 12:18 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Aeth the Cornac Rogue level 34
66th Regrowth 123rd year of Ascendancy at 19:58 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Aeth the Cornac Rogue level 46
4th Flare 123rd year of Ascendancy at 14:48 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Aeth the Cornac Rogue level 38
3rd Pyre 123rd year of Ascendancy at 22:47 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Aeth the Cornac Rogue level 26
3rd Decay 122nd year of Ascendancy at 22:44 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Aeth the Cornac Rogue level 15
34th Dusk 122nd year of Ascendancy at 05:33 see stats
Demonic Invasion (Insane (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Aeth the Cornac Rogue level 50
35th Dusk 123rd year of Ascendancy at 04:35 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Aeth the Cornac Rogue level 36
80th Regrowth 123rd year of Ascendancy at 13:36 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Aeth the Cornac Rogue level 35
74th Regrowth 123rd year of Ascendancy at 23:43 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Aeth the Cornac Rogue level 22
59th Haze 122nd year of Ascendancy at 10:59 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Aeth the Cornac Rogue level 44
6th Mirth 123rd year of Ascendancy at 08:39 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Aeth the Cornac Rogue level 10
1st Flare 122nd year of Ascendancy at 09:26 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Aeth the Cornac Rogue level 20
29th Haze 122nd year of Ascendancy at 14:02 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Aeth the Cornac Rogue level 30
31st Regrowth 123rd year of Ascendancy at 15:34 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Aeth the Cornac Rogue level 40
22nd Pyre 123rd year of Ascendancy at 18:47 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Aeth the Cornac Rogue level 50
15th Dusk 123rd year of Ascendancy at 21:10 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Aeth the Cornac Rogue level 49
10th Dusk 123rd year of Ascendancy at 00:51 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Aeth the Cornac Rogue level 18
69th Dusk 122nd year of Ascendancy at 04:54 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Aeth the Cornac Rogue level 42
59th Pyre 123rd year of Ascendancy at 17:21 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Aeth the Cornac Rogue level 37
80th Regrowth 123rd year of Ascendancy at 19:08 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Aeth the Cornac Rogue level 8
1st Summertide 122nd year of Ascendancy at 06:26 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Aeth the Cornac Rogue level 26
5th Decay 122nd year of Ascendancy at 22:42 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Aeth the Cornac Rogue level 10
3rd Flare 122nd year of Ascendancy at 15:57 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Aeth the Cornac Rogue level 40
31st Pyre 123rd year of Ascendancy at 11:13 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Aeth the Cornac Rogue level 26
5th Decay 122nd year of Ascendancy at 18:30 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Aeth the Cornac Rogue level 25
71st Haze 122nd year of Ascendancy at 19:39 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Aeth the Cornac Rogue level 15
50th Dusk 122nd year of Ascendancy at 10:31 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Aeth the Cornac Rogue level 33
65th Regrowth 123rd year of Ascendancy at 16:14 see stats
Log
Talent Hidden Blades is ready to use.
Burning from Skeleton mage hits Aeth for 77 fire damage.
Impending Doom from Niaki the uruivellas hits Aeth for 84 arcane damage.
Acid Splash from Wretchling hits Aeth for 22 acid damage.
Aeth hits Skeleton warrior for (8 absorbed), 0 nature (0 total damage).
Aeth hits Ghoulking for 8 nature damage.
Aeth hits Skeleton mage for 8 nature damage.
Wretchling misses Aeth.
Skeleton master archer uses Crippling Shot.
Ghast speeds up.
Ghoulking misses Aeth.
Niaki the uruivellas casts Invoke Darkness.
Niaki the uruivellas's spell attains critical power!
Aeth casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Niaki the uruivellas hits Aeth for 159 darkness damage.
Aeth strikes Niaki the uruivellas with hidden blades!
Aeth performs a melee critical strike against Niaki the uruivellas!
Aeth uses Perfect Strike.
Aeth performs a melee critical strike against Niaki the uruivellas!
Aeth performs a melee critical strike against Niaki the uruivellas!
Aeth's tinker attains critical power!
Aeth reacts to an attack from Skeleton master archer's Crippling Shot, mitigating the blow!.
Aeth slows down.
Skeleton mage casts Manathrust.
Skeleton warrior uses Stunning Blow.
Aeth reacts to an attack from Skeleton warrior, mitigating the blow!.
Aeth is stunned!
Saving game...





































































































































































