












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Krog |
Class | Mindslayer |
Level / Exp | 50 / 3375% |
Size | big |
Lifes / Deaths | Killed by Mayiwe the skeleton magus at level 32 on the 75th Dusk 123rd year of Ascendancy at 10:31 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 187 (base 16) |
Dexterity | 172 (base 37) |
Constitution | 120 (base 63) |
Magic | 77 (base 15) |
Willpower | 181 (base 62) |
Cunning | 159 (base 66) |
Resources
Life | 1493/1493 |
Steam | 100/100 |
Equilibrium | 108 |
Psi | 176/176 |
Healing Factor | 2.0297107751837 |
Regeneration | 48.408601988131 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +38.18330640608% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 15.132091952673 |
Infravision | 13 |
See Stealth | 82.089937166647 |
See Invisible | 74.089937166647 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 386 |
Accuracy | 116 |
Crit Chance | 108% |
APR | 122 |
Speed | 1.00 |
Offense: Offhand
Damage | 184 |
Accuracy | 116 |
Crit Chance | 106% |
APR | 122 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40.5 |
Crit Chance | 69% |
Speed | 1 |
Offense: Mind
Mindpower | 106 |
Crit Chance | 78% |
Speed | 1 |
Offense: Damage Bonus
Acid | +34% |
Arcane | +34% |
Cold | +46% |
All | +16% |
Darkness | +60% |
Light | +32% |
Temporal | +22% |
Physical | +146% |
Lightning | +42% |
Fire | +22% |
Mind | +34% |
Offense: Damage Penetration
Acid | +32% |
Physical | +80% |
Blight | +37% |
Arcane | +52% |
Cold | +76% |
All | +22% |
Defense: Base
Armour (hardiness) | 52 (53.603246372524%) |
Defense | 87 |
Ranged Defense | 87 |
Fatigue | 0 |
Physical Save | 64 |
Spell Save | 58 |
Mental Save | 70 |
Defense: Resistances
Acid | + 48%( 70%) |
Blight | + 58%( 70%) |
Arcane | + 44%( 70%) |
Cold | + 67%( 70%) |
All | + 41%( 70%) |
Darkness | + 70%( 70%) |
Temporal | + 46%( 70%) |
Physical | + 70%( 70%) |
Mind | + 42%( 70%) |
Fire | + 48%( 70%) |
Lightning | + 66%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Teleport Resistance | 100% |
Confusion Resistance | 10% |
Pinning Resistance | 25% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 450 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 51% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 53% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1073% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Psionic / Absorption | 1.62 |
| 5/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Psionic / Kinetic mastery | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Psionic / Charged mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Augmented striking | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.32 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Charged Aura |
talent | Deflect Projectiles |
talent | Kinetic Shield |
talent | Augmentation |
talent | Beyond the Flesh |
talent | Heartstart |
talent | Antimagic Shield |
talent | Charged Shield |
talent | Skate |
talent | Kinetic Aura |
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 |
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. 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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë 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 Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | 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 improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 fire 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 8. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within6 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
Psionic focus | ![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 Power: 223% Range: 1.6x Uses stat: 140% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 155 damage When wielded/worn: Accuracy: +35 (+6 eff.) Changes stats: +31 Str / +16 Dex / +14 Mag / +19 Wil / +10 Cun / +19 Con Changes resistances penetration: +10% arcane Changes damage: +19% physical Critical mult.: +15.00% Hate when firing a critical mind attack: +5.00 Maximum mana: +80.00 Maximum psi: +20.00 Mental crit. chance: +2% Massive two-handed swords. |
Quiver | ![]() Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 208% Range: 1.4x Uses stats: 81% Wil, 58% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
On hands | ![]() Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Physical crit. chance: +17.0% Physical power: +12 (+2 eff.) Armour: +13 Effects on melee hit: * 20% chance to reduce damage dealt by 41% Damage (Melee): 13 physical Changes stats: +3 Cun / +2 Mag Changes resistances: +14% blight Changes damage: +18% darkness / +8% physical Talent granted: +5 Iron Grip Critical mult.: +13.00% Spell save: +23 (+6 eff.) Disarm immunity: +100% Spell crit. chance: +20% Mental crit. chance: +16% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 31% Changes stats: +1 Cun / +12 Wil Changes resistances penetration: +9% all Changes damage: +12% mind / +16% light Critical mult.: +23.00% Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 Mindpower: +10 (+2 eff.) Light radius: +10 See stealth: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +18 Cun / +8 Wil Changes resistances: +12% cold / +17% physical / +20% darkness / +9% temporal Changes resistances penetration: +29% cold Changes damage: +6% temporal / +16% physical / +20% darkness / +9% arcane Physical save: +13 (+3 eff.) Mental save: +28 (+7 eff.) Maximum hate: +15.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
On feet | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +11 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +7 Fatigue: +4% Changes stats: +3 Str / +3 Dex Changes resistances: +15% cold / +13% fire Physical save: +15 (+4 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Life regen: +10.00 Only die when reaching: -40.00 life Healing mod.: +16% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +7 Physical power: +8 (+1 eff.) Damage when hit (Melee): 6 fire Changes stats: +3 Str / +5 Cun Changes resistances: +9% blight / +5% arcane / +15% darkness Changes resistances penetration: +20% arcane Changes damage: +6% fire Damage affinity(heal): +15% darkness Critical mult.: +20.00% Infravision radius: +11 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+3 eff.) Armour: +2 Changes stats: +3 Str / +2 Dex Changes resistances: +17% physical Changes resistances penetration: +15% blight Changes damage: +7% all / +20% physical Critical mult.: +5.00% Stun/Freeze immunity: +49% Life regen: +6.00 Spellpower: +14 (+2 eff.) Mindpower: +15 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Pain Enhancement System You have set the ring to grant you Pain Enhancement System! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +8 Str / +9 Dex / +19 Wil Changes resistances: +9% darkness / +6% cold Changes resistances penetration: +15% cold Changes damage: +6% darkness Talent masteries: +0.32 Psionic / Absorption +0.32 Technique / Combat training Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 202% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 158 damage When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +28 Physical crit. chance: +8.0% Changes stats: +1 Str / +4 Dex / +5 Mag Changes resistances penetration: +15% physical / +10% cold Critical mult.: +47.00% Light radius: +3 Infravision radius: +2 Sharp, long, and deadly. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Defense: +10 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% acid / +3% mind / +6% darkness Changes resistances penetration: +10% acid / +18% physical Changes damage: +6% acid / +23% physical Critical mult.: +15.00% Life regen: +7.60 Healing mod.: +30% Slows Projectiles: +25% A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 193% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 153 damage When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +28 Physical crit. chance: +13.0% Damage when hit (Melee): 8 acid Changes stats: +5 Str / +6 Dex / +10 Mag / +13 Wil / +10 Cun / +11 Con Changes resistances: +9% acid Changes resistances penetration: +13% all Changes damage: +12% acid / +6% mind Critical mult.: +41.00% Blunt and deadly. |
Cloak | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +30 (+5 eff.) Physical power: +20 (+3 eff.) Defense: +2 (+0 eff.) Changes stats: +5 Str / +4 Cun / +4 Wil Changes resistances: +30% lightning Changes resistances penetration: +25% physical Critical mult.: +20.00% Stun/Freeze immunity: +50% Equilibrium when hit: +0.16 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +15 (+2 eff.) Changes stats: +19 Str / +12 Dex / +17 Mag / +17 Wil / +18 Cun / +10 Con Changes resistances: +13% lightning / +20% physical / +6% blight / +11% cold / +15% all Changes damage: +26% lightning / +44% physical / +9% arcane / +30% cold Critical mult.: +22.00% Stamina each turn: +1.00 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 28% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use 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 instantly heal yourself for 363 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 368 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() movement infusion (speed 812%; cd 17) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 812% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 851% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 704 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 839 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 746 life over 5 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 758 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() wild infusion (res 24%; mental; dur 4; cd 16) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 50% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 magical effect and reduce all damage taken by 54% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random magical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() shielding rune (absorb 462; dur 8; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +12% lightning / +10% fire / +14% cold Changes damage: +3% mind Critical mult.: +5.00% Stun/Freeze immunity: +28% Maximum psi: +30.00 Mental crit. chance: +2% Amulets make your neck look great! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: -7 (-1 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Changes stats: +7 Str / +4 Mag Changes resistances: +6% lightning Changes resistances cap: +5% all Changes resistances penetration: +20% lightning / +20% fire Changes damage: +6% acid / +15% fire / +6% cold / +9% lightning Physical save: +16 (+4 eff.) Spellpower: +6 (+0 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Changes resistances: +16% mind Changes resistances penetration: +20% lightning Changes damage: +6% lightning / +9% arcane Blindness immunity: +32% Confusion immunity: +46% Life regen: +3.00 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% Infravision radius: +5 Sight radius: +2 See invisible: +13 Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +17% mind Talent masteries: +0.26 Steamtech / Chemistry +0.26 Wild-gift / Antimagic Confusion immunity: +26% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str / +4 Con Changes resistances: +9% darkness / +10% fire / +3% mind / +13% cold Reduces incoming crit damage: 5.00% Physical save: +13 (+3 eff.) Life regen: +3.00 Maximum life: +105.00 Amulets make your neck look great! |
![]() restful voratun amulet of manastreaming Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +6 Mag Life regen: +5.00 Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.31 Psionic / Focus +0.31 Steamtech / Physics Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 8 power out of 22/30. 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. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Physical power: +14 (+2 eff.) Damage when hit (Melee): 2 nature Changes stats: +8 Str / +7 Dex / +3 Wil / +8 Cun / +10 Con Blindness immunity: +35% Infravision radius: +6 See stealth: +8 See invisible: +19 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 6 nature Changes stats: +7 Wil / +6 Cun / +5 Con Changes resistances: +15% blight / +3% cold / +10% nature Changes resistances penetration: +15% cold Changes damage: +15% nature / +12% cold Spell save: +10 (+3 eff.) Poison immunity: +20% Disease immunity: +21% Maximum stamina: +27.00 Mindpower: +10 (+2 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +17 Armour: +14 Defense: +17 (+3 eff.) Changes stats: +7 Str Changes resistances: +3% lightning / +54% nature / +9% cold / +7% arcane / +3% acid Changes resistances penetration: +20% lightning Changes damage: +18% nature / +6% fire It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 3.5 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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. Rings make your fingers look great! |
![]() sneakthief's voratun ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Changes stats: +10 Cun / +10 Dex Rings make your fingers look great! |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 205% Range: 1.5x Uses stat: 140% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 117 damage over 5 turns and reducing armor and accuracy by 15 Damage (Melee): +16 arcane When wielded/worn: Accuracy: +58 (+10 eff.) Armour penetration: +21 Changes stats: +16 Str Changes resistances: +5% arcane Changes resistances penetration: +17% all Changes damage: +15% acid / +20% physical / +9% arcane Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 205% Range: 1.5x Uses stat: 140% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +33 (+6 eff.) Armour penetration: +21 Changes stats: +13 Str / +17 Dex / +21 Mag / +36 Wil / +17 Cun / +41 Con Changes resistances penetration: +21% all Changes damage: +12% light Maximum life: +128.00 Infravision radius: +2 See invisible: +3 Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 218% Range: 1.5x Uses stat: 140% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +16 lightning When wielded/worn: Accuracy: +26 (+4 eff.) Damage when hit (Melee): 4 cold Changes stats: +35 Str / +13 Dex / +26 Mag / +19 Wil / +13 Cun / +17 Con Changes resistances: +6% lightning / +6% cold Changes damage: +16% physical Massive two-handed battleaxes. |
![]() stormbringer's voratun dagger (188% power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 189% Range: 1.3x Uses stats: 58% Wil, 58% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +45 lightning / +45 cold When wielded/worn: Changes resistances penetration: +21% lightning / +25% cold Movement speed: +48% Sharp, short and deadly. |
![]() Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 233% Range: 1.5x Uses stat: 163% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to reduce strength, dexterity, and constitution by 21 * Blasts creatures in a radius 1 shockwave around your target for 632.22 to 1896.66 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other creatures within radius 4), dealing 1687.56 to 3375.12 physical damage (based on Strength) to each Activation costs 37 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
![]() Requires: - Strength 40 Powered by unknown forces Powered by steamtech 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 222% Range: 1.5x Uses stat: 151% Wil Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Crit. chance: +25.0% Attack speed: 100% Damage (Melee): +20 lightning / +20 fire When wielded/worn: Damage against: +10% Humanoid / +10% Giant Talent granted: +1 Laser Powered Smash Confusion immunity: +100% Fear immunity: +100% The Laser Powered Giant Smasher, nicknamed the Gloryhammer. You can feel it vibrating with untold power in your hands. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 211% Range: 1.5x Uses stat: 140% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 23% chance to reduce strength, dexterity, and constitution by 21 Damage Shield penetration (this weapon only): +10% Damage (Melee): +17 blight / +23 darkness / +20 physical Damage against: +23% Living When wielded/worn: Accuracy: +33 (+6 eff.) Armour penetration: +14 Physical power: +15 (+2 eff.) Changes stats: +4 Str Changes resistances penetration: +27% physical Physical save: +3 (+1 eff.) Disease immunity: +25% Massive two-handed mauls. |
![]() flaming voratun greatmaul of evisceration (210% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 211% Range: 1.5x Uses stat: 140% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 398 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +26 fire When wielded/worn: Physical crit. chance: +21.0% Physical power: +17 (+3 eff.) Massive two-handed mauls. |
![]() inquisitor's voratun greatmaul of projection (212% power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 213% Range: 1.5x Uses stat: 140% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Deals 156 Manaburn damage and puts 1 random spell talent on cooldown for 7 turns (checks Confusion immunity) Massive two-handed mauls. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 208% Range: 1.6x Uses stat: 140% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +17 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 398 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +28% Damage (Melee): +35 cold Damage (radius 1) on hit: +8 light When wielded/worn: Physical crit. chance: +19.0% Physical power: +19 (+3 eff.) Changes stats: +6 Con Infravision radius: +3 Massive two-handed swords. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 214% Range: 1.6x Uses stats: 151% Wil, 10% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 209% Range: 1.6x Uses stat: 140% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 51 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +61 (+10 eff.) Physical crit. chance: +16.0% Changes stats: +9 Str / +9 Dex Changes damage: +19% physical Critical mult.: +10.00% Mental save: +18 (+5 eff.) Hate when firing a critical mind attack: +2.00 Mental crit. chance: +3% Combat speed: +10% Massive two-handed swords. |
![]() swiftstrike dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Travel speed: +200% When wielded/worn: Changes stats: +8 Cun Combat speed: +10% Longbows are used to shoot arrows at your foes. |
![]() Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 193% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +42 acid / +35 nature When wielded/worn: Armour penetration: +13 Changes stats: +15 Con / +13 Wil Changes resistances: +9% acid / +6% lightning / +15% nature / +5% arcane Changes resistances penetration: +23% acid / +18% nature Changes damage: +3% light Maximum life: +78.00 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 202% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 21% chance to slow global speed by 82% When wielded/worn: Accuracy: +20 (+3 eff.) Changes stats: +22 Str / +11 Dex / +11 Mag / +12 Wil / +9 Cun / +12 Con Changes resistances: +3% blight / +6% cold / +5% arcane / +9% light Changes damage: +6% nature / +15% physical Spell save: +6 (+2 eff.) Sharp, long, and deadly. |
![]() truestriking voratun longsword of ruin (190% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 191% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +23 (+4 eff.) Armour penetration: +30 Physical crit. chance: +13.0% Changes resistances penetration: +9% physical Critical mult.: +29.00% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 191% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 398 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +16 blight / +8 arcane Damage (radius 1) on hit: +16 arcane When wielded/worn: Accuracy: +38 (+6 eff.) Physical crit. chance: +15.0% Physical power: +13 (+2 eff.) Defense: +14 (+3 eff.) Changes stats: +6 Dex Disarm immunity: +42% Mana each turn: +0.12 Mana when firing critical spell: +2.31 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Combat speed: +10% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 196% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 12% chance to reduce strength, dexterity, and constitution by 21 On weapon crit: * Wound the target dealing 398 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 117 damage over 5 turns and reducing armor and accuracy by 15 Damage (Melee): +16 blight When wielded/worn: Physical crit. chance: +14.0% Physical power: +15 (+2 eff.) Changes stats: +6 Wil Changes damage: +6% arcane / +6% acid Disease immunity: +27% Equilibrium when hit: +0.12 Maximum psi: +20.00 Mindpower: +10 (+2 eff.) Blunt and deadly. |
![]() Requires: - Strength 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 194% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +34 nature When wielded/worn: Changes stats: +10 Str / +12 Dex / +10 Mag / +10 Wil / +12 Cun / +11 Con Changes resistances: +12% light Changes damage: +9% mind Light radius: +3 Blunt and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 193% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 17% chance to reduce strength, dexterity, and constitution by 21 * 50% chance to put 1 talent on cooldown for 7 turns (checks Confusion immunity) Damage (Melee): +16 blight / +13 light Damage against: +13% Undead When wielded/worn: Damage when hit (Melee): 2 light Changes resistances: +12% darkness Changes resistances penetration: +5% darkness Changes damage: +9% light Light radius: +3 Blunt and deadly. |
![]() elemental voratun mace of crippling (193% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 193% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 70 acid damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +15.0% Changes resistances penetration: +27% acid Changes damage: +30% acid Blunt and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 207% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +45 lightning / +43 cold When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +15 Armour: +4 Changes stats: +3 Cun Changes resistances penetration: +25% lightning / +23% cold / +15% all Stamina each turn: +2.00 Maximum stamina: +34.34 Mindpower: +15 (+3 eff.) Movement speed: +45% Blunt and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 205% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 nature Damage (radius 2) on crit: +43 acid / +37 nature When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +12 Physical crit. chance: +2.0% Defense: +10 (+2 eff.) Changes resistances penetration: +17% acid / +24% nature Changes damage: +6% physical Maximum stamina: +10.00 Blunt and deadly. |
![]() voratun mace of crippling (194% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 194% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +15.0% Blunt and deadly. |
![]() voratun mace of evisceration (194% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 194% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 398 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +10.0% Physical power: +13 (+2 eff.) Blunt and deadly. |
![]() living mindstar of storms (115% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 20 lightning Changes stats: +6 Str / +7 Dex / +7 Mag / +6 Wil / +7 Cun / +6 Con Changes resistances: +20% lightning Changes resistances penetration: +18% lightning Changes damage: +16% lightning Talent granted: +1 Attune Mindstar 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. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 207% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+4 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 145 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() corrosive voratun steamsaw of rage (148% power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 191% Range: 1.5x Uses stat: 116% Wil Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +106 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +18 (+3 eff.) Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Effects when hit in melee: * 19% chance to reduce armor by 31% Changes stats: +10 Str / +6 Con Changes resistances: +19% acid Changes damage: +15% physical Talent granted: +3 Block 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! |
![]() hateful voratun steamsaw of fire resistance (+22%) (189% power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 190% Range: 1.5x Uses stat: 116% Wil Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +92 Damage (Melee): +20 darkness Damage against: +18% Living Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes resistances: +22% fire Talent granted: +3 Block 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! |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 201% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 15% chance to reduce strength, dexterity, and constitution by 21 Damage (Melee): +15 blight / +16 temporal / +12 lightning Damage (radius 2) on crit: +20 cold When wielded/worn: Changes resistances: +9% lightning / +15% temporal Disease immunity: +30% One-handed war axes. |
![]() Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 189% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance to reduce all saves and defense by 51 Damage (Melee): +10 mind / +17 nature Damage (radius 2) on crit: +36 acid / +23 nature When wielded/worn: Armour penetration: +11 Changes stats: +4 Cun / +3 Wil Changes resistances: +9% lightning / +9% acid / +5% arcane / +12% darkness Changes resistances penetration: +21% acid / +20% nature Maximum life: +60.00 One-handed war axes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 190% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 35% chance to reduce all saves and defense by 51 * 25% chance for lightning to strike from the target to a second target dealing 70 damage Damage (Melee): +25 mind Damage (radius 2) on crit: +12 mind When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +7 Wil / +12 Cun / +7 Con Changes resistances: +9% blight Changes resistances penetration: +15% mind / +15% physical Changes damage: +6% mind Disarm immunity: +35% Equilibrium when hit: +0.08 One-handed war axes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 197% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +19 cold Damage (radius 1) on hit: +12 arcane / +27 fire When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances penetration: +20% arcane Changes damage: +6% fire One-handed war axes. |
![]() Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 191% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 1) on hit: +18 fire Damage (radius 2) on crit: +45 acid / +45 nature When wielded/worn: Armour penetration: +26 Physical crit. chance: +15.0% Changes resistances penetration: +20% acid / +21% nature Critical mult.: +23.00% Psi when hit: +0.04 Maximum hate: +10.00 Mindpower: +5 (+1 eff.) Mental crit. chance: +4% One-handed war axes. |
![]() Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 190% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 2) on crit: +29 acid / +25 nature When wielded/worn: Armour penetration: +14 Changes stats: +5 Cun Changes resistances: +6% fire Changes resistances penetration: +25% acid / +21% nature Mental save: +6 (+2 eff.) Equilibrium when hit: +0.08 One-handed war axes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 189% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 70 damage On weapon crit: * Splash the target with acid dealing 117 damage over 5 turns and reducing armor and accuracy by 15 Damage (radius 1) on hit: +8 blight When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +12 (+2 eff.) Changes stats: +2 Cun / +5 Wil Changes resistances: +5% arcane Changes damage: +9% arcane Disarm immunity: +50% Infravision radius: +2 One-handed war axes. |
![]() balanced voratun waraxe of crippling (190% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 190% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +13.0% Defense: +15 (+3 eff.) Disarm immunity: +50% One-handed war axes. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 188% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 mind / +12 arcane Damage (radius 1) on hit: +8 arcane When wielded/worn: Armour penetration: +12 Physical crit. chance: +19.0% Damage when hit (Melee): 6 mind Changes stats: +8 Str / +11 Dex / +11 Mag / +9 Wil / +8 Cun / +11 Con Changes resistances penetration: +10% mind Changes damage: +9% mind Critical mult.: +15.00% One-handed war axes. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +2.0% Defense: +15 (+3 eff.) Changes stats: +2 Dex / +1 Con Critical mult.: +15.00% Mental save: +6 (+2 eff.) Mindpower: +4 (+1 eff.) A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +15 Defense: +14 (+3 eff.) Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 21 Changes stats: +6 Cun / +6 Dex Changes resistances: +29% lightning / +11% temporal / +6% fire Changes resistances penetration: +10% lightning Changes damage: +6% lightning / +9% blight Physical save: +20 (+5 eff.) Mental crit. chance: +13% A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Damage when hit (Melee): 6 blight Changes stats: +6 Dex / +22 Mag / +6 Cun Changes resistances: +12% blight Changes resistances penetration: +20% blight / +28% mind Changes damage: +3% blight Mana each turn: +1.12 Maximum mana: +120.00 Mental crit. chance: +15% A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 82% Changes stats: +2 Str / +6 Dex / +12 Cun / +2 Con / +10 Lck Changes resistances: +8% acid / +8% fire / +9% lightning / +9% cold Trap disarming bonus: +23 Stealth bonus: +13 Spell save: +15 (+4 eff.) Infravision radius: +5 See invisible: +9 Size category: +1 A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +6 Str / +5 Dex / +5 Mag / +9 Wil / +5 Con Changes resistances: +6% temporal / +15% cold Changes resistances penetration: +5% cold Changes damage: +12% temporal Talent mastery: +0.40 Technique / Combat training Spell save: +15 (+4 eff.) Mental save: +14 (+4 eff.) Stamina each turn: +1.50 Spell crit. chance: +8% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +11 (+2 eff.) Damage when hit (Melee): 4 physical Changes stats: +5 Str / +5 Con Changes resistances: +22% darkness Changes resistances penetration: +17% darkness Changes damage: +22% darkness Critical mult.: +5.00% Stealth bonus: +11 Physical save: +21 (+5 eff.) Psi when hit: +0.12 Only die when reaching: -80.00 life Maximum life: +104.00 Maximum hate: +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 21 Changes stats: +5 Cun / +6 Wil Changes resistances: +6% cold Changes resistances penetration: +10% blight / +25% cold Physical save: +22 (+5 eff.) Mental save: +14 (+4 eff.) Only die when reaching: -50.00 life Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() spellcowled elven-silk cloak of sorcery (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +12 Mag / +12 Wil Spell save: +13 (+4 eff.) Maximum mana: +76.00 Spell crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Wil / +10 Cun Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() Skywitch (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +25 (+4 eff.) Physical power: +20 (+3 eff.) Changes stats: +4 Str / +16 Con Changes resistances: +18% lightning / +3% physical / +20% temporal / +43% cold / +7% arcane / +15% all Changes damage: +29% cold Critical mult.: +27.20% Stamina each turn: +4.08 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +4 Mag / +7 Wil / +6 Cun Changes resistances: +27% blight / +15% all Changes damage: +27% blight / +19% light / +16% darkness / +6% arcane Silence immunity: +30% Spellpower on spell critical (stacks up to 3 times): +13 Hate when firing a critical mind attack: +1.00 Spellpower: +32 (+3 eff.) Spell crit. chance: +10% Mindpower: +10 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +5 Str / +20 Mag / +18 Wil / +5 Cun Changes resistances: +6% light / +15% all Changes resistances penetration: +10% temporal Silence immunity: +86% Mana each turn: +0.40 Psi each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +14 Spellpower: +40 (+4 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven elven-silk robe of time (+30%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all / +30% temporal Changes damage: +30% temporal Mental save: +29 (+8 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 82% * 10 arcane resource burn Effects when hit in melee: * 20% chance to reduce strength, dexterity, and constitution by 21 * 28% chance to reduce damage dealt by 41% Changes stats: +4 Con / +4 Wil Changes resistances: +11% lightning / +17% temporal / +3% cold Changes resistances penetration: +7% physical Mindpower: +6 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 19 cooldown : Effective talent level: 4.5 Power cost: 19 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 56 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Changes stats: +9 Dex / +3 Cun / +3 Con Changes resistances: +11% lightning / +10% temporal / +6% light / +3% cold / +3% darkness Physical save: +18 (+4 eff.) Spell save: +9 (+3 eff.) Mental save: +12 (+3 eff.) Maximum life: +20.00 A pair of boots made of leather. |
![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 24 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -9% Effects on melee hit: * 20 arcane resource burn Changes stats: +10 Str / +5 Wil / +6 Cun / +10 Con Changes resistances: +9% acid / +3% cold Changes damage: +6% acid / +9% physical / +9% nature Maximum encumbrance: +40 Physical save: +24 (+6 eff.) Spell save: +11 (+3 eff.) Mental save: +15 (+4 eff.) Size category: +1 A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +14 (+3 eff.) Damage when hit (Melee): 6 acid Changes resistances: +9% nature Changes resistances penetration: +5% acid Changes damage: +9% acid / +6% nature / +12% mind Silence immunity: +31% Confusion immunity: +39% Stun/Freeze immunity: +47% Spellpower: +10 (+1 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 22 cooldown : Effective talent level: 5.5 Power cost: 22 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 43% chance to evade melee and ranged attacks and 89 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: -6% Changes stats: +3 Str / +1 Wil Changes resistances penetration: +25% physical Changes damage: +6% physical Maximum encumbrance: +50 Physical save: +13 (+3 eff.) Mental save: +9 (+3 eff.) Stamina each turn: +1.20 Maximum stamina: +40.00 Mindpower: +10 (+2 eff.) Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -9% Changes stats: +2 Str / +5 Mag / +4 Cun / +4 Con Changes resistances: +6% darkness Changes damage: +6% darkness Maximum encumbrance: +41 Physical save: +14 (+3 eff.) Silence immunity: +76% Confusion immunity: +82% Stun/Freeze immunity: +92% A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Defense: +9 (+2 eff.) Fatigue: -5% Changes stats: +13 Dex Changes resistances: +9% lightning / +1% physical Changes damage: +9% lightning Maximum encumbrance: +50 Physical save: +24 (+6 eff.) Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() blood-soaked pair of drakeskin leather boots of speed (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Movement speed: +25% A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +1 Mag / +2 Wil / +9 Cun / +11 Con Changes resistances: +9% lightning Changes resistances penetration: +15% blight Changes damage: +9% blight Physical save: +46 (+11 eff.) Spell save: +6 (+2 eff.) Mental save: +41 (+10 eff.) Spellpower: +11 (+1 eff.) A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +13 Fatigue: -7% Effects on melee hit: * 20% chance to reduce damage dealt by 41% Damage when hit (Melee): 2 darkness Changes resistances: +6% darkness Maximum encumbrance: +42 Physical save: +13 (+3 eff.) Light radius: +3 Infravision radius: +2 A pair of boots made of leather. |
![]() restorative pair of voratun boots of rushing (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Str / +4 Con Life regen: +11.00 Healing mod.: +20% It can be used to activate talent Rush, placing all other charms into a 19 cooldown : Effective talent level: 4.5 Power cost: 19 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 8 acid Damage when hit (Melee): 4 cold Changes resistances: +7% acid / +6% fire / +9% lightning Changes damage: +5% acid Spell save: +12 (+3 eff.) Cut immunity: +10% Maximum life: +100.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +12 Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 51 Changes stats: +4 Str / +6 Dex / +4 Wil / +6 Cun / +3 Con Changes resistances: +15% blight / +16% darkness / +14% arcane Changes resistances penetration: +10% mind / +20% darkness Changes damage: +6% mind Damage affinity(heal): +12% nature Talent masteries: +0.20 Technique / Grappling +0.20 Wild-gift / Antimagic Spell save: +22 (+6 eff.) Disarm immunity: +25% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +11 Armour: +9 Defense: +5 (+1 eff.) Fatigue: +5% Damage (Melee): 15 acid Changes stats: +7 Cun / +9 Dex Changes resistances: +9% acid / +9% cold / +6% nature / +6% blight Changes damage: +11% acid Mental save: +15 (+4 eff.) Pinning immunity: +20% Teleport immunity: +24% Maximum life: +160.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+0 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances penetration: +15% nature Changes damage: +15% nature Spell save: +8 (+2 eff.) Maximum life: +60.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +9% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 4 lightning Changes stats: +8 Mag / +8 Con Changes resistances: +19% blight / +20% temporal / +9% darkness / +9% lightning Changes damage: +9% lightning / +20% temporal / +15% darkness / +19% blight / +6% fire / +19% arcane Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 8 cooldown : Effective talent level: 6.5 Power cost: 8 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +15 Defense: +10 (+2 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+7 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+3 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str / +3 Mag / +3 Wil / +1 Cun Critical mult.: +20.00% Mindpower: +10 (+2 eff.) A cap made of leather. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +3 Mag / +12 Wil / +7 Cun Changes resistances: +13% mind / +19% physical Changes damage: +10% mind / +19% physical Physical save: +13 (+3 eff.) Mental save: +19 (+5 eff.) Stun/Freeze immunity: +20% Only die when reaching: -20.00 life Maximum psi: +28.00 Mindpower: +14 (+3 eff.) Mental crit. chance: +3% Light radius: +2 A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +4 Str / +5 Con Changes resistances: +18% darkness / +10% blight / +9% fire / +6% cold / +3% light Physical save: +12 (+3 eff.) Spell save: +13 (+4 eff.) Mental save: +24 (+6 eff.) Maximum life: +100.00 Infravision radius: +3 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 22 cooldown : Effective talent level: 4.5 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 18 light damage to everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects when hit in melee: * 40% chance to reduce strength, dexterity, and constitution by 21 * 34% chance to reduce damage dealt by 41% Damage when hit (Melee): 6 arcane Changes stats: +7 Str / +15 Dex Changes resistances: +12% lightning / +12% temporal / +5% arcane / +6% darkness Changes resistances penetration: +10% darkness Changes damage: +3% darkness It can be used to activate talent Skullcracker, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2690.2 Physical damage. If the attack hits, the target is confused (48% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +11 (+2 eff.) Armour: +5 Defense: +20 (+4 eff.) Fatigue: +5% Changes stats: +6 Str / +4 Dex / +6 Wil / +4 Cun Changes resistances: +30% acid / +15% physical / +13% fire / +13% lightning / +13% cold Reduces incoming crit damage: 15.00% Physical save: +13 (+3 eff.) A cap made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Fatigue: +5% Effects when hit in melee: * 35% chance to reduce strength, dexterity, and constitution by 21 * 39% chance to reduce damage dealt by 41% Changes stats: +8 Str / +8 Dex / +6 Wil Changes resistances: +26% blight / +8% darkness / +3% light / +3% nature Reduces incoming crit damage: 15.00% Spell save: +12 (+3 eff.) Mental save: +27 (+7 eff.) Poison immunity: +20% Knockback immunity: +20% Only die when reaching: -40.00 life It can be used to activate talent Skullcracker, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2690.2 Physical damage. If the attack hits, the target is confused (48% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Defense: +10 (+2 eff.) Changes stats: +10 Cun Blindness immunity: +100% It can be used to see everything. EVERYTHING. For 5 turns, anyway Activation costs 22 power out of 30/30. How do these even work? |
![]() Yaryhell the Duskstone (25 def, 23 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +23 Defense: +25 (+5 eff.) Fatigue: +5% Changes stats: +9 Con Changes resistances: +24% acid Changes resistances penetration: +34% darkness / +30% light Physical save: +18 (+4 eff.) Confusion immunity: +27% Pinning immunity: +27% Healing mod.: +27% A cap made of leather. |
![]() bladed voratun helm of absorption (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +12 Str Stamina when hit: +2.40 Equilibrium when hit: +3.00 It can be used to activate talent Skullcracker, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2690.2 Physical damage. If the attack hits, the target is confused (48% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +15 Str / +8 Dex / +2 Mag Changes resistances: +20% mind Changes resistances penetration: +25% temporal Mental save: +25 (+7 eff.) Confusion immunity: +35% Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +2% Damage Shield penetration: +20% It can be used to activate talent Skullcracker, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2690.2 Physical damage. If the attack hits, the target is confused (48% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 blight / 6 nature Changes stats: +7 Str / +7 Dex / +7 Wil Changes resistances: +18% darkness / +15% physical Changes damage: +21% nature / +12% blight Physical save: +38 (+9 eff.) Infravision radius: +8 A cap made of leather. |
![]() drakeskin leather cap of might (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Con A cap made of leather. |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 6 light / 4 fire Changes stats: +6 Cun / +7 Wil Changes resistances: +27% nature / +6% acid Changes resistances penetration: +20% light / +10% fire Changes damage: +18% nature Mana each turn: +2.40 Mana when hit: +2.30 Maximum mana: +79.00 Spellpower: +10 (+1 eff.) Mindpower: +5 (+1 eff.) It can be used to activate talent Manaflow, placing all other charms into a 29 cooldown : Effective talent level: 3.5 Power cost: 29 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Effects on melee hit: * 10% chance to reduce damage dealt by 41% Damage when hit (Melee): 8 nature Changes stats: +9 Dex Changes resistances: +35% darkness / +26% blight Changes resistances penetration: +5% darkness / +26% nature Spell save: +12 (+3 eff.) Mental save: +15 (+4 eff.) Infravision radius: +11 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 22 cooldown : Effective talent level: 4.5 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 18 light damage to everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Hatharomigas the Thunderpanic (30 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +30 (+6 eff.) Fatigue: +8% Effects on melee hit: * 27% chance to reduce damage dealt by 41% Damage when hit (Melee): 14 arcane / 12 lightning Changes stats: +9 Str / +10 Dex Changes resistances: +18% lightning Changes damage: +36% arcane / +21% blight Physical save: +20 (+5 eff.) Vim when firing critical spell: +2.72 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A suit of armour made of leather. |
![]() fearforged voratun plate armour (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +37% Changes stats: +10 Con Changes resistances: +13% fire / -20% light / +15% darkness Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) A suit of armour made of metal plates. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+1 eff.) Damage when hit (Melee): 4 arcane Changes stats: +7 Str / +3 Con Changes resistances: +6% acid / +10% physical / +10% darkness / +10% fire / +5% arcane Changes resistances penetration: +20% arcane Changes damage: +9% light / +12% acid Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() soldier's voratun pickaxe (dig speed 11 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+1 eff.) Changes stats: +3 Str Changes resistances: +10% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+1 eff.) Changes stats: +5 Str / +5 Mag / +4 Con Changes resistances: +10% physical / +6% mind / +6% temporal Changes resistances penetration: +15% arcane / +5% temporal Changes damage: +3% arcane / +12% mind Maximum mana: +48.00 Spell crit. chance: +9% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 0.00 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+1 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 58 power out of 150/150) : Effective talent level: 5.5 Power cost: 58 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 34.47 cold damage and 58.08 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +10 Changes stats: +2 Str / +2 Dex / +5 Wil Changes resistances penetration: +10% blight / +13% all Changes damage: +13% mind Reduces incoming crit damage: 15.00% Blindness immunity: +50% Confusion immunity: +21% Light radius: +13 See stealth: +14 See invisible: +36 Damage Shield penetration: +20% It can be used to activate talent Track, placing all other charms into a 29 cooldown : Effective talent level: 4.5 Power cost: 29 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 23 fire Changes resistances: +9% fire / +9% cold / +9% light / +9% temporal Changes resistances penetration: +20% light Changes damage: +6% light / +6% blight Blindness immunity: +44% Confusion immunity: +20% Mana when firing critical spell: +2.00 Light radius: +10 See stealth: +21 See invisible: +20 Damage Shield penetration: +30% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +30% It can be used to activate talent Track, placing all other charms into a 29 cooldown : Effective talent level: 5.5 Power cost: 29 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 42 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 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 Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() 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 Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() 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 Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() 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 Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 73 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. [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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 146 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Fatigue: -12% Maximum encumbrance: +30 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Critical mult.: +9.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Talent granted: +3 Iron Grip Disarm immunity: +80% Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Changes stats: +6 Cun Mental save: +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Accuracy: +16 (+3 eff.) Light radius: +6 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Accuracy: +25 (+4 eff.) Light radius: +7 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Critical mult.: +12.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Critical mult.: +12.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Changes stats: +8 Str / +8 Dex / +8 Mag / +8 Wil / +8 Cun / +8 Con Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 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! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Physical save: +12 (+3 eff.) Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Armour Penetration: +16 Crit. chance: +16.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Armour Penetration: +16 Crit. chance: +16.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Armour Penetration: +16 Crit. chance: +16.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +30 (+5 eff.) Physical power: +25 (+4 eff.) Damage when hit (Melee): 6 physical Changes stats: +8 Dex Changes resistances penetration: +25% physical Changes damage: +9% darkness It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 467 physical damage Activation puts all charms on cooldown for 11 turns. When used: * Heal for 62. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +3.0% Changes damage: +12% darkness Critical mult.: +10.00% Maximum stamina: +10.00 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 19 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to slow global speed by 82% Damage when hit (Melee): 6 acid Changes resistances penetration: +10% nature / +5% acid Changes damage: +3% acid It can be used to heal yourself and all friendly characters within 10 spaces for 404 Activation puts all charms on cooldown for 11 turns. When used: * Reduce 2 talent cooldowns by 2. * Increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Defense: +25 (+5 eff.) Damage when hit (Melee): 10 light Changes stats: +5 Dex Changes resistances penetration: +15% light Critical mult.: +10.00% Physical save: +9 (+2 eff.) Stamina each turn: +3.00 Maximum stamina: +30.00 It can be used to heal yourself and all friendly characters within 10 spaces for 284 Activation puts all charms on cooldown for 11 turns. When used: * Increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() dragonbone wand of lightning storm 'Islaganor' [power 482] (11 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Changes stats: +7 Str / +4 Wil Changes damage: +15% physical / +15% temporal Mana each turn: +0.16 Mana when firing critical spell: +2.72 Spellpower on spell critical (stacks up to 3 times): +14 Maximum vim: +68.01 Spellpower: +20 (+2 eff.) It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 136 lightning damage and will be dazed for 1 turn (684 total damage) Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage by 27% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() overpowered dragonbone wand of shielding [power 950] (21 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 950 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 21 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered 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 Activation costs 22 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By KrogMindslayer the Krog Mindslayer level 36
40th Pyre 124th year of Ascendancy at 22:43 see stats
By KrogMindslayer the Krog Mindslayer level 40
2nd Mirth 124th year of Ascendancy at 05:31 see stats
By KrogMindslayer the Krog Mindslayer level 50
21st Pyre 125th year of Ascendancy at 16:55 see stats
By KrogMindslayer the Krog Mindslayer level 40
65th Pyre 124th year of Ascendancy at 20:43 see stats
By KrogMindslayer the Krog Mindslayer level 17
4th Regrowth 123rd year of Ascendancy at 19:20 see stats
By KrogMindslayer the Krog Mindslayer level 50
28th Pyre 125th year of Ascendancy at 12:19 see stats
By KrogMindslayer the Krog Mindslayer level 50
16th Pyre 125th year of Ascendancy at 01:56 see stats
By KrogMindslayer the Krog Mindslayer level 50
78th Regrowth 125th year of Ascendancy at 02:48 see stats
By KrogMindslayer the Krog Mindslayer level 43
5th Flare 124th year of Ascendancy at 07:25 see stats
By KrogMindslayer the Krog Mindslayer level 23
1st Pyre 123rd year of Ascendancy at 10:12 see stats
By KrogMindslayer the Krog Mindslayer level 50
70th Haze 124th year of Ascendancy at 16:02 see stats
By KrogMindslayer the Krog Mindslayer level 9
50th Haze 122nd year of Ascendancy at 21:03 see stats
By KrogMindslayer the Krog Mindslayer level 50
10th Flare 125th year of Ascendancy at 23:46 see stats
By KrogMindslayer the Krog Mindslayer level 46
15th Dusk 124th year of Ascendancy at 18:10 see stats
By KrogMindslayer the Krog Mindslayer level 42
1st Flare 124th year of Ascendancy at 21:21 see stats
By KrogMindslayer the Krog Mindslayer level 50
3rd Regrowth 125th year of Ascendancy at 14:26 see stats
By KrogMindslayer the Krog Mindslayer level 31
74th Dusk 123rd year of Ascendancy at 22:46 see stats
By KrogMindslayer the Krog Mindslayer level 50
33rd Dusk 125th year of Ascendancy at 01:11 see stats
By KrogMindslayer the Krog Mindslayer level 50
36th Dusk 125th year of Ascendancy at 09:16 see stats
By KrogMindslayer the Krog Mindslayer level 23
2nd Pyre 123rd year of Ascendancy at 02:46 see stats
By KrogMindslayer the Krog Mindslayer level 31
46th Dusk 123rd year of Ascendancy at 13:56 see stats
By KrogMindslayer the Krog Mindslayer level 32
79th Dusk 123rd year of Ascendancy at 19:15 see stats
By KrogMindslayer the Krog Mindslayer level 50
2nd Dusk 125th year of Ascendancy at 20:49 see stats
By KrogMindslayer the Krog Mindslayer level 46
15th Dusk 124th year of Ascendancy at 19:41 see stats
By KrogMindslayer the Krog Mindslayer level 39
64th Pyre 124th year of Ascendancy at 10:49 see stats
By KrogMindslayer the Krog Mindslayer level 29
24th Pyre 123rd year of Ascendancy at 13:29 see stats
By KrogMindslayer the Krog Mindslayer level 50
16th Pyre 125th year of Ascendancy at 07:53 see stats
By KrogMindslayer the Krog Mindslayer level 50
21st Pyre 125th year of Ascendancy at 12:39 see stats
By KrogMindslayer the Krog Mindslayer level 10
56th Haze 122nd year of Ascendancy at 19:58 see stats
By KrogMindslayer the Krog Mindslayer level 20
12nd Regrowth 123rd year of Ascendancy at 23:39 see stats
By KrogMindslayer the Krog Mindslayer level 30
16th Dusk 123rd year of Ascendancy at 02:19 see stats
By KrogMindslayer the Krog Mindslayer level 40
65th Pyre 124th year of Ascendancy at 01:12 see stats
By KrogMindslayer the Krog Mindslayer level 50
70th Haze 124th year of Ascendancy at 04:10 see stats
By KrogMindslayer the Krog Mindslayer level 50
1st Dusk 125th year of Ascendancy at 17:38 see stats
By KrogMindslayer the Krog Mindslayer level 50
78th Regrowth 125th year of Ascendancy at 01:08 see stats
By KrogMindslayer the Krog Mindslayer level 20
18th Regrowth 123rd year of Ascendancy at 21:37 see stats
By KrogMindslayer the Krog Mindslayer level 50
43rd Pyre 125th year of Ascendancy at 02:17 see stats
By KrogMindslayer the Krog Mindslayer level 34
27th Regrowth 124th year of Ascendancy at 12:58 see stats
By KrogMindslayer the Krog Mindslayer level 29
24th Pyre 123rd year of Ascendancy at 04:04 see stats
By KrogMindslayer the Krog Mindslayer level 43
2nd Flare 124th year of Ascendancy at 00:14 see stats
By KrogMindslayer the Krog Mindslayer level 50
36th Dusk 125th year of Ascendancy at 09:16 see stats
By KrogMindslayer the Krog Mindslayer level 10
56th Haze 122nd year of Ascendancy at 20:15 see stats
By KrogMindslayer the Krog Mindslayer level 50
1st Dusk 125th year of Ascendancy at 15:06 see stats
By KrogMindslayer the Krog Mindslayer level 20
43rd Regrowth 123rd year of Ascendancy at 21:20 see stats
By KrogMindslayer the Krog Mindslayer level 50
36th Dusk 125th year of Ascendancy at 09:16 see stats
By KrogMindslayer the Krog Mindslayer level 43
8th Flare 124th year of Ascendancy at 18:32 see stats
By KrogMindslayer the Krog Mindslayer level 27
22nd Pyre 123rd year of Ascendancy at 00:58 see stats
By KrogMindslayer the Krog Mindslayer level 47
24th Dusk 124th year of Ascendancy at 17:10 see stats
By KrogMindslayer the Krog Mindslayer level 23
2nd Pyre 123rd year of Ascendancy at 02:35 see stats
By KrogMindslayer the Krog Mindslayer level 15
2nd Allure 123rd year of Ascendancy at 10:01 see stats
By KrogMindslayer the Krog Mindslayer level 32
75th Dusk 123rd year of Ascendancy at 10:31 see stats
By KrogMindslayer the Krog Mindslayer level 39
65th Pyre 124th year of Ascendancy at 01:12 see stats
By KrogMindslayer the Krog Mindslayer level 50
20th Dusk 125th year of Ascendancy at 05:51 see stats
By KrogMindslayer the Krog Mindslayer level 50
2nd Regrowth 125th year of Ascendancy at 12:22 see stats
Log
Talent Dig is ready to use.
KrogMindslayer picks up (M.): sneakthief's voratun ring.
KrogMindslayer picks up (j.): wild infusion (res 24%; mental; dur 4; cd 16).
KrogMindslayer picks up (W.): inquisitor's voratun greatmaul of projection (212% power, 4 apr).
Ran for 14 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
KrogMindslayer picks up ( .): spellcowled elven-silk cloak of sorcery (3 def, 0 armour).
Ran for 7 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 3 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
KrogMindslayer picks up ( .): corrosive voratun steamsaw of rage (148% power, 0 apr).
Ran for 3 turns (stop reason: at object).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 3 turns (stop reason: interesting terrain).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the slopes of the Iron Throne, with no trace of the portal...
Saving game...
Saving done.
Saving game...
Saving done.