Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!Possessor Bonus Class 1.5.0Donators/Buyers bonus! Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Gunslinger |
| Level / Exp | 50 / 772% |
| Size | big |
| Lifes / Deaths | Killed by Glomiba the copperhead snake at level 20 on the 64th Regrowth 123rd year of Ascendancy at 15:32 0 / 8Killed by Ivaranne the elven guard at level 26 on the 7th Pyre 123rd year of Ascendancy at 10:58 Killed by Elugaba the greater teluvorta at level 32 on the 36th Pyre 123rd year of Ascendancy at 09:30 Killed by war hound at level 40 on the 42nd Dusk 123rd year of Ascendancy at 22:04 Killed by Vor, Grand Geomancer of the Pride at level 49 on the 44th Haze 123rd year of Ascendancy at 00:02 Killed by Insane Tex at level 50 on the 68th Haze 123rd year of Ascendancy at 10:56 Killed by Glemille the bandit lord at level 50 on the 58th Pyre 124th year of Ascendancy at 10:48 Killed by Insane Tex's Inner Demon at level 50 on the 73rd Pyre 124th year of Ascendancy at 19:14 |
Primary Stats
| Strength | 43 (base 9) |
| Dexterity | 94 (base 65) |
| Constitution | 84 (base 53) |
| Magic | 63 (base 40) |
| Willpower | 30 (base 13) |
| Cunning | 117 (base 62) |
Resources
| Life | -756/1260 |
| Healing Factor | 2.0090078740159 |
| Regeneration | 15.770711811025 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30.000000000002% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 15 |
| Infravision | 18 |
| See Stealth | 24 |
| See Invisible | 34 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc, demon/major, demon/minor |
Offense: Mainhand
| Damage | 120 |
| Accuracy | 75 |
| Crit Chance | 91% |
| APR | 66 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 120 |
| Accuracy | 75 |
| Crit Chance | 91% |
| APR | 66 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 59% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 49% |
| Speed | 1 |
Offense: Damage Bonus
| All | +2% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 95.482109524015 (93.554987212276%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 7 |
| Physical Save | 63 |
| Spell Save | 46 |
| Mental Save | 55 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Silence Resistance | 50% |
| Bleed Resistance | 70% |
| Confusion Resistance | 83% |
| Pinning Resistance | 56% |
| Stun Resistance | 90% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.5 steam per turn. Can be activated for an instant burst of 93 steam. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 895% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| 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 mental or physical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 922% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning 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 207% efficiency and cooldown mod of 71%. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.60 |
| 5/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.40 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.40 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Agile Gunner |
| talent | Embedded Restoration Systems |
| talent | Automated Cloak Tessellation |
| beneficial effect | Bullets shot are supercharged: They can pass through multiple targets and have 34 additional armour penetration. Bullet Mastery: Supercharged |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Foresight (+1 level(s)). | done |
You failed to protect the worried loremaster from death by skeleton magus. Escort: worried loremaster (level 5 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Insane Tex. Escort: worried loremaster (level 7 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed xorn fragment. * You've found the needed multi-hued wyrm scale. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | 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* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You 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 | Aeremiriavena the pair of drakeskin leather boots (0 def, 15 armour) Aeremiriavena the pair of drakeskin leather boots (0 def, 15 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: -5% Changes stats: +3 Str / +4 Dex / +4 Cun / +6 Con Changes resistances: +9% darkness / +9% acid Talent granted: +5 Rocket Boots Stamina each turn: +0.90 Only die when reaching: -40.00 life Maximum life: +55.00 Infravision radius: +3 Movement speed: +10% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 148% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Quiver | Fuladur the pouch of voratun shots (17/19, 66-79.2 power, 18 apr) Fuladur the pouch of voratun shots (17/19, 66-79.2 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 66.0 - 79.2 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +19.0% Capacity: 19 On weapon hit: * 20% chance to torment the target * 25% chance for lightning to arc to a second target Travel speed: +200% Damage (Ranged): +16 lightning / +56 mind / +19 darkness Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +8 mind When wielded/worn: Talent granted: +5 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | Darkwish the dwarven lantern Darkwish the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 20 darkness Changes stats: +3 Con Changes resistances: +21% blight Changes resistances penetration: +15% darkness Blindness immunity: +44% Confusion immunity: +23% Life regen: +6.50 Light radius: +14 See stealth: +24 See invisible: +21 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 50 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Brass Goggles (10 def, 0 armour) Brass Goggles (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +15 Defense: +10 (+3 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Mental save: +0 (+0 eff.) Blindness immunity: +100% Silence immunity: +50% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
| On hands | Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Talent granted: +5 Fatal Attractor Spellpower: +10 (+2 eff.) Spell crit. chance: +10% It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.8 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 35.37 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
| Tool | dwarven-steel pickaxe 'Dimdream' (dig speed 24 turns) dwarven-steel pickaxe 'Dimdream' (dig speed 24 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +4 Changes stats: +2 Str / +5 Dex Changes damage: +18% darkness Critical mult.: +12.00% Physical save: +11 (+2 eff.) Spell save: +11 (+4 eff.) Mental save: +11 (+4 eff.) Maximum life: +60.00 Healing mod.: +25% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Unruldil' voratun ring 'Unruldil'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to cause random gloom * 30% chance to blind Damage (Melee): 43 light / 25 bleed Effects on ranged hit: * 20% chance to cause random gloom * 32% chance to blind Damage (Ranged): 47 light / 22 bleed Changes stats: +10 Cun / +2 Str Changes resistances: +40% darkness Changes damage: +20% darkness / +3% physical Critical mult.: +9.00% Physical save: +35 (+8 eff.) Spell save: +20 (+7 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +50% Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Finishing moves +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Superiority +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Dual techniques +0.30 Technique / Shield defense +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery excellence +0.30 Technique / Unarmed training +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| Around neck | voratun amulet 'Eremablek' voratun amulet 'Eremablek'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +20 (+6 eff.) Effects on melee hit: * 23% chance to disease Changes stats: +10 Dex / +5 Wil / +20 Lck Changes damage: +6% physical Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Blindness immunity: +36% Cut immunity: +70% Infravision radius: +12 Sight radius: +2 See invisible: +10 Healing mod.: +30% Reduce all damage from unseen attackers: 20% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 258 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Betowen the voratun steamgun Betowen the voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 111% Firing range: +10 On weapon hit: * 40% chance to cause random gloom * Slows global speed by 20% * splashes acid on your target dealing 92 damage and reducing their armor Travel speed: +800% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +7.0% Effects on ranged hit: * 14 arcane resource burn Changes stats: +6 Cun / +6 Wil Changes resistances: +3% darkness / +6% cold / +3% nature / +3% temporal Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +11 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Splendourbringer the drakeskin leather belt Splendourbringer the drakeskin leather belt Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+0 eff.) Armour: +15 Defense: +10 (+3 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 light Changes resistances: +19% light / +14% darkness Changes resistances penetration: +25% mind Changes damage: +3% mind / +6% light Critical mult.: +14.00% Physical save: +20 (+5 eff.) A belt that goes around your waist. |
| In off hand | Glacia Glacia Requires: - Dexterity 28 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Attack speed: 100% Dam. multiplier: 130% Firing range: +7 On weapon hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). * splashes acid on your target dealing 92 damage and reducing their armor Travel speed: +1000% Attacks use: 2.0 Steam When wielded/worn: Ice block penetration: +20% Strange coils encircle this extremely cold gun. |
| Cloak | Gerathra (2 def, 0 armour) Gerathra (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Str / +3 Wil / +2 Cun / +3 Con Changes resistances: +12% acid / +42% lightning Grants telepathy: Humanoid/Orc Physical save: +7 (+1 eff.) Stun/Freeze immunity: +50% Maximum life: +73.00 See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Revenant (8 def, 30 armour) Revenant (8 def, 30 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +30 Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +5 Con / +5 Mag Reduces incoming crit damage: 35.00% Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Silence immunity: +0% Confusion immunity: +0% Pinning immunity: +40% Stun/Freeze immunity: +40% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Inventory
This item will automatically be transmogrified when you leave the level. medical injector implant of the warrior (efficiency 128% / cooldown 59%)medical injector implant of the warrior (efficiency 128% / cooldown 59%) 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 128% efficiency and cooldown mod of 59%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level. sun infusion of the sneak (rad 7; power 70; turns 4; dispels darkness)sun infusion of the sneak (rad 7; power 70; turns 4; dispels darkness) 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 35). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 70) for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune of the sneak (range 16; power 59; dur 3)phase door rune of the sneak (range 16; power 59; dur 3) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 59%, your defense is increased by 59 and all your resistances by 59%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune of the duelist (range 144)teleportation rune of the duelist (range 144) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 144 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. schematic: Crystal Edgeschematic: Crystal Edge 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. |
This item will automatically be transmogrified when you leave the level. schematic: Fireproof Coatingschematic: Fireproof Coating 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. |
This item will automatically be transmogrified when you leave the level. 2 schematic: Hand Cannon2 schematic: Hand Cannon 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. |
This item will automatically be transmogrified when you leave the level. schematic: Kinetic Stabiliserschematic: Kinetic Stabiliser 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. |
This item will automatically be transmogrified when you leave the level. 2 schematic: Poison Groove2 schematic: Poison Groove 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. |
This item will automatically be transmogrified when you leave the level. schematic: Spring Grappleschematic: Spring Grapple 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 Hope 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. |
This item will automatically be transmogrified when you leave the level. Flarebraid the stralite amuletFlarebraid the stralite amulet Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes resistances: +21% cold / +29% fire Changes resistances penetration: +20% arcane / +15% fire Changes damage: +9% arcane Blindness immunity: +29% Life regen: +3.30 Infravision radius: +5 Sight radius: +2 See invisible: +10 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. Eremanarihor the CinderrotEremanarihor the Cinderrot Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Str / +2 Dex / +10 Wil Changes resistances: +27% fire Changes damage: +12% fire Mental save: +9 (+3 eff.) Confusion immunity: +32% Rings can have magical properties. |
Lightningsun the stralite ring Lightningsun the stralite ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Damage when hit (Melee): 16 acid Changes stats: +7 Cun / +5 Dex Changes resistances: +14% physical Changes resistances penetration: +15% lightning Changes damage: +6% acid / +14% physical Life regen: +1.00 Maximum life: +51.00 Healing mod.: +23% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel greatmaul 'Runotir' (27-40.5 power, 2 apr)steel greatmaul 'Runotir' (27-40.5 power, 2 apr) Requires: - Strength 16 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5 Uses stats: 50% Mag, 120% Str Damage type: Mind Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +14 temporal / +14 nature When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +15% lightning / +6% darkness / +9% acid Changes resistances penetration: +20% mind Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. elven-wood longbow 'Blindwrecker'elven-wood longbow 'Blindwrecker' Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 26% chance to corrode armour by 30% When wielded/worn: Changes resistances penetration: +18% acid / +48% physical Changes damage: +20% physical / +3% arcane / +3% darkness Critical mult.: +20.00% Life regen: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Damage Shield penetration: +57% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Firepiercer the steel longsword (18-25.2 power, 3 apr)Firepiercer the steel longsword (18-25.2 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 fire Burst (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +8 Defense: +7 (+2 eff.) Physical save: +20 (+5 eff.) Blindness immunity: +10% Disease immunity: +25% Disarm immunity: +26% Teleport immunity: +10% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Yvussra the Vileoracle (14.5-20.3 power, 3 apr)Yvussra the Vileoracle (14.5-20.3 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom On weapon crit: * splashes the target with acid Damage (Melee): +8 acid Burst (radius 1) on hit: +8 nature When wielded/worn: Changes stats: +3 Wil Changes resistances: +9% mind Changes damage: +6% mind Equilibrium when hit: +0.20 Psi when hit: +0.16 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Crooked Club (25-35 power, 4 apr)Crooked Club (25-35 power, 4 apr) Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +14 % chance of confusion Burst (radius 2) on crit: +20 physical When wielded/worn: Accuracy: +12 (+3 eff.) It can be used to activate talent Battle Call (costing 20 power out of 20/20) : Effective talent level: 2.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Call all foes in a radius of 4 around you into battle, getting them into melee range in an instant. An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
This item will automatically be transmogrified when you leave the level. vined mindstar of life (5-5.5 power, 18 apr, nature damage)vined mindstar of life (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Life regen: +0.90 Maximum life: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. Radiancerot (15-18 power, 3 apr, physical element)Radiancerot (15-18 power, 3 apr, physical element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to blind Burst (radius 1) on hit: +12 light When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +7 Dex / +4 Mag / +3 Con Changes damage: +15% physical Talent granted: +1 Command Staff Spellpower: +16 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash vilestaff 'Poryda' (15-18 power, 3 apr, blight element)ash vilestaff 'Poryda' (15-18 power, 3 apr, blight element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 blight Burst (radius 1) on hit: +8 temporal Burst (radius 2) on crit: +4 blight / +12 temporal When wielded/worn: Physical crit. chance: +8.0% Changes resistances penetration: +20% blight Changes damage: +15% blight / +21% temporal Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel elven-wood magestaff of might (25-30 power, 5 apr, arcane element)cruel elven-wood magestaff of might (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Changes damage: +25% arcane Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering ash magestaff of power (15-18 power, 3 apr, lightning element)shimmering ash magestaff of power (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Mana each turn: +0.14 Maximum mana: +34.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Overburst OverburstRequires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Dam. multiplier: 120% Firing range: +7 On weapon hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. Travel speed: +600% Attacks use: 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
This item will automatically be transmogrified when you leave the level. ranger's steel steamgun of powerranger's steel steamgun of power Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +3 Dex Changes resistances penetration: +11% physical Changes damage: +12% physical 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. steel steamsaw 'Glorawyn' (13.5-20.25 power, 8 apr)steel steamsaw 'Glorawyn' (13.5-20.25 power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 13.5 - 20.3 Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +24 Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +2 Cun Talent granted: +1 Block Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +5.00 Maximum life: +57.00 Maximum psi: +50.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +2% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. flaming voratun waraxe of paradox (39-54.6 power, 6 apr)flaming voratun waraxe of paradox (39-54.6 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +5 temporal Burst (radius 1) on hit: +6 fire When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances: +10% temporal One-handed war axes. |
This item will automatically be transmogrified when you leave the level. thought-forged stralite waraxe of the mystic (33-46.2 power, 5 apr)thought-forged stralite waraxe of the mystic (33-46.2 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 18% chance to cause random gloom Damage (Melee): +13 mind When wielded/worn: Changes stats: +4 Mag / +7 Wil / +3 Cun Spellpower: +9 (+2 eff.) One-handed war axes. |
This item will automatically be transmogrified when you leave the level. focusing woollen robe of lightning (+18%) (0 def, 0 armour)focusing woollen robe of lightning (+18%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Wil / +4 Mag Changes resistances: +18% lightning Changes damage: +12% lightning Mana each turn: +0.20 Psi each turn: +0.17 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven woollen robe (0 def, 0 armour)mindwoven woollen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Mental save: +18 (+6 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven silk robe of blight (+12%) (3 def, 0 armour)spellwoven silk robe of blight (+12%) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +12% blight Changes damage: +12% blight Spell save: +18 (+6 eff.) Spellpower: +4 (+0 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Steam Powered Helm (3 def, 12 armour) 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 / +0 Cun / +5 Con Changes resistances: +10% all Mental save: +0 (+0 eff.) Blindness immunity: +50% A Helmet. But with steam power! |
The Black Plate (25 def, 35 armour) The Black Plate (25 def, 35 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Defense: +25 (+8 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression Physical save: +15 (+3 eff.) Spell save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 15 power out of 15/15) : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
This item will automatically be transmogrified when you leave the level. Yvuremina the Dusknoon (6 def, 2 armour, 39.5 block)Yvuremina the Dusknoon (6 def, 2 armour, 39.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 14 acid / 16 darkness / 8 lightning Changes damage: +15% lightning Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows 'Hytar' (18/18, 21.5-30.1 power, 7 apr)quiver of ash arrows 'Hytar' (18/18, 21.5-30.1 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.5 - 30.1 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Blight Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 18 On weapon hit: * 54% chance to disease Travel speed: +200% Damage (Ranged): +27 blight / +24 physical When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2116 alchemist agate 2116 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx 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. |
6 aquamarine 6 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 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. |
6 sapphire 6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Satyrclash (dig speed 18 turns) Satyrclash (dig speed 18 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Fatigue: -2% Effects on melee hit: * Slows global speed by 30% * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Str / +16 Mag Changes resistances: +6% temporal Changes resistances penetration: +5% temporal Maximum mana: +173.00 Spell crit. chance: +29% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.6 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
10 emerald 10 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. |
4 jade 4 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. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 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. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Dragon Orb (Orb of Command) 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. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye 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. |
3 bloodstone 3 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. |
7 fire opal 7 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. |
4 garnet 4 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. |
3 ruby 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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing unstoppable force salve [power 199] amazing unstoppable force salve [power 199]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 207% efficiency and 71% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 199 and healing factor by half, putting Talent Medical Injector on cooldown for 18 turns. Medical salve. |
great healing salve [power 616] great healing salve [power 616]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 207% efficiency and 71% cooldown modifier. It can be used to heal 616, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Transmogrification Chest 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. |
Arcusher (21/21, 65-78 power, 18 apr) Arcusher (21/21, 65-78 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 65.0 - 78.0 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Lightning Accuracy bonus: +0.1% dam / acc Accuracy: +46 Armour Penetration: +18 Crit. chance: +34.0% Capacity: 21 On weapon hit: * 47% chance to daze at end of turn On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +8 lightning / +8 arcane / +12 blight Burst (radius 1) on hit: +12 lightning Shots are used with slings to pummel your foes to death. |
Wind Worn Shot (25/25, 39-46.8 power, 15 apr) Wind Worn Shot (25/25, 39-46.8 power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% When wielded/worn: These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
This item will automatically be transmogrified when you leave the level. deadly pouch of steel shots (16/16, 23-27.6 power, 2 apr)deadly pouch of steel shots (16/16, 23-27.6 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 23.0 - 27.6 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 16 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of steel shots (20/20, 22.5-27 power, 2 apr)pouch of steel shots (20/20, 22.5-27 power, 2 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 22.5 - 27.0 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 20 Shots are used with slings to pummel your foes to death. |
pouch of stralite shots 'Isann' (21/23, 51.5-61.8 power, 5 apr) pouch of stralite shots 'Isann' (21/23, 51.5-61.8 power, 5 apr)Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 51.5 - 61.8 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +8.5% Capacity: 23 On weapon hit: * 44 arcane resource burn * 20% chance to torment the target Travel speed: +200% Damage (Ranged): +15 mind / +28 physical / +17 darkness When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
great fungal web great fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 100 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft ablative armour 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! |
mastercraft acid groove mastercraft acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 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 acid groove mastercraft acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 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 saw shell mastercraft saw shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +4 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap stralite grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +24% lightning Stun/Freeze immunity: +40% Tinkers can be attached to normal items to improve them with steam power! |
stralite mental stimulator stralite mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +8 Cun Mental save: +12 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
stralite rocket boots stralite rocket bootsPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +4 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
voratun mental stimulator voratun mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +10 Cun Mental save: +15 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
This item will automatically be transmogrified when you leave the level. Isoth [power 51] (20 cooldown)Isoth [power 51] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +5% arcane Changes damage: +6% arcane Grants telepathy: All It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 51 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
5 amethyst 5 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. |
This item will automatically be transmogrified when you leave the level. ash wand of conjuration 'Isoriamira' [power 193] (10 cooldown)ash wand of conjuration 'Isoriamira' [power 193] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +6 Wil Critical mult.: +25.00% Equilibrium when hit: +0.12 Mental crit. chance: +4% It can be used to fire a bolt of a random element with (base) damage 96 to 193, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 6 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
11 diamond 11 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. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl 8 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz 2 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. |
9 amber 9 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Insane Tex the Shalore Gunslinger level 37
9th Dusk 123rd year of Ascendancy at 11:03 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Insane Tex the Shalore Gunslinger level 49
44th Haze 123rd year of Ascendancy at 17:11 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Insane Tex the Shalore Gunslinger level 36
57th Pyre 123rd year of Ascendancy at 01:25 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Insane Tex the Shalore Gunslinger level 45
34th Haze 123rd year of Ascendancy at 08:32 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Insane Tex the Shalore Gunslinger level 46
39th Haze 123rd year of Ascendancy at 00:03 see stats
Ay ay captain! (Insane (Adventure) difficulty)
Turn into a pirate!By Insane Tex the Shalore Gunslinger level 50
70th Pyre 124th year of Ascendancy at 15:48 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Insane Tex the Shalore Gunslinger level 40
34th Dusk 123rd year of Ascendancy at 09:25 see stats
Clone War (Insane (Adventure) difficulty)
Destroyed your own Shade.By Insane Tex the Shalore Gunslinger level 50
40th Regrowth 124th year of Ascendancy at 12:37 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Insane Tex the Shalore Gunslinger level 28
15th Pyre 123rd year of Ascendancy at 05:24 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Insane Tex the Shalore Gunslinger level 38
17th Dusk 123rd year of Ascendancy at 17:06 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Insane Tex the Shalore Gunslinger level 50
67th Pyre 124th year of Ascendancy at 02:29 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Insane Tex the Shalore Gunslinger level 34
52nd Pyre 123rd year of Ascendancy at 09:55 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Insane Tex the Shalore Gunslinger level 31
35th Pyre 123rd year of Ascendancy at 02:24 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Insane Tex the Shalore Gunslinger level 21
65th Regrowth 123rd year of Ascendancy at 13:05 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Insane Tex the Shalore Gunslinger level 50
73rd Pyre 124th year of Ascendancy at 16:19 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Insane Tex the Shalore Gunslinger level 50
58th Pyre 124th year of Ascendancy at 03:37 see stats
Flooder (Insane (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Insane Tex the Shalore Gunslinger level 50
12nd Regrowth 124th year of Ascendancy at 12:07 see stats
Gem of the Moon (Insane (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Insane Tex the Shalore Gunslinger level 50
2nd Wintertide 124th year of Ascendancy at 20:34 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 Insane Tex the Shalore Gunslinger level 23
69th Regrowth 123rd year of Ascendancy at 15:57 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Insane Tex the Shalore Gunslinger level 47
39th Haze 123rd year of Ascendancy at 10:16 see stats
Invasion from the Depths (Insane (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Insane Tex the Shalore Gunslinger level 47
40th Haze 123rd year of Ascendancy at 05:29 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Insane Tex the Shalore Gunslinger level 10
46th Haze 122nd year of Ascendancy at 20:18 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Insane Tex the Shalore Gunslinger level 20
62nd Regrowth 123rd year of Ascendancy at 13:24 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Insane Tex the Shalore Gunslinger level 30
22nd Pyre 123rd year of Ascendancy at 02:06 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Insane Tex the Shalore Gunslinger level 40
18th Dusk 123rd year of Ascendancy at 18:27 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Insane Tex the Shalore Gunslinger level 50
66th Haze 123rd year of Ascendancy at 01:32 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Insane Tex the Shalore Gunslinger level 50
6th Decay 123rd year of Ascendancy at 23:23 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Insane Tex the Shalore Gunslinger level 43
26th Haze 123rd year of Ascendancy at 07:00 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Insane Tex the Shalore Gunslinger level 18
51st Regrowth 123rd year of Ascendancy at 14:33 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Insane Tex the Shalore Gunslinger level 28
9th Pyre 123rd year of Ascendancy at 18:34 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Insane Tex the Shalore Gunslinger level 32
37th Pyre 123rd year of Ascendancy at 01:25 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Insane Tex the Shalore Gunslinger level 26
8th Pyre 123rd year of Ascendancy at 10:53 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Insane Tex the Shalore Gunslinger level 39
18th Dusk 123rd year of Ascendancy at 01:37 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Insane Tex the Shalore Gunslinger level 9
41st Haze 122nd year of Ascendancy at 23:14 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Insane Tex the Shalore Gunslinger level 50
68th Haze 123rd year of Ascendancy at 08:17 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 Insane Tex the Shalore Gunslinger level 30
29th Pyre 123rd year of Ascendancy at 18:23 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Insane Tex the Shalore Gunslinger level 38
16th Dusk 123rd year of Ascendancy at 02:35 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Insane Tex the Shalore Gunslinger level 23
76th Regrowth 123rd year of Ascendancy at 16:30 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Insane Tex the Shalore Gunslinger level 50
54th Pyre 124th year of Ascendancy at 23:25 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Insane Tex the Shalore Gunslinger level 22
69th Regrowth 123rd year of Ascendancy at 10:26 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Insane Tex the Shalore Gunslinger level 15
5th Regrowth 123rd year of Ascendancy at 17:44 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Insane Tex the Shalore Gunslinger level 36
56th Pyre 123rd year of Ascendancy at 23:21 see stats
Log
Ce'Nodhetha the storm drake hatchling starts to bleed.
Ce'Nodhetha the storm drake hatchling is corroded.
Insane Tex's Shoot hits Ce'Nodhetha the storm drake hatchling for 787 physical, 0 lightning, 23 darkness, 4 physical, 0 arcane, 43 light, 52 mind, 7 mind, 7 mind, 160 cold, 81 acid (1165 total damage).
Insane Tex's Shoot performs a ranged critical strike against Ce'Nodhetha the storm drake hatchling!
Insane Tex's Shoot hits Ce'Nodhetha the storm drake hatchling for 608 physical damage.
Insane Tex's Shoot hits Something for 0 lightning damage.
Insane Tex's Shoot killed Ce'Nodhetha the storm drake hatchling!
Bleeding from Insane Tex's Inner Demon hits Insane Tex for (2 resist armour), 0 physical (0 total damage).
Insane Tex's Inner Demon uses Startling Shot.
Insane Tex's Inner Demon misses his shot.
Insane Tex shoots!
Insane Tex's Inner Demon deflects the projectile from Insane Tex to the northwest!
Insane Tex's Inner Demon deflects the projectile from Insane Tex to the west!
Bleeding from Insane Tex's Inner Demon hits Insane Tex for (2 resist armour), 0 physical (0 total damage).
Insane Tex's Inner Demon uses Combustive Bullets.
Insane Tex's Inner Demon tweaks some of his bullets.
Insane Tex stops bleeding.
Insane Tex's Inner Demon activates Evasive Shots.
Something hits Insane Tex's Inner Demon for (22 resist armour), 0 lightning (0 total damage).
Something hits Insane Tex for (23 resist armour), 0 lightning (0 total damage).
Insane Tex has shook off the effects of their corrosion.
Insane Tex's Inner Demon uses Saw Shell.
Insane Tex deflects the projectile from Insane Tex's Inner Demon to the northeast!
Insane Tex's Inner Demon's Saw Shell performs a ranged critical strike against Insane Tex!
Insane Tex shrugs off the critical damage!
Saving game...
