











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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 1.7.6Donators/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 | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 35 / 38% |
| Size | medium |
| Lifes / Deaths | Killed by Yvaba the greater gwelgoroth at level 32 on the 43rd Steel 123rd year of Ascendancy at 13:03 / 2Killed by Gloralralaith the venom drake at level 35 on the 16th Gold 123rd year of Ascendancy at 12:37 |
Primary Stats
| Strength | 62 (base 43) |
| Dexterity | 15 (base 10) |
| Constitution | 23 (base 10) |
| Magic | 64 (base 60) |
| Willpower | 64 (base 44) |
| Cunning | 24 (base 10) |
Resources
| Life | -186/1100 |
| Mana | 409/594 |
| Equilibrium | 45 |
| Steam | 100/100 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 12.486399988299 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 7 |
| See Stealth | 51.375715479246 |
| See Invisible | 54.375715479246 |
Offense: Mainhand
| Damage | 114 |
| Accuracy | 48 |
| Crit Chance | 9% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 58 |
| Accuracy | 48 |
| Crit Chance | 9% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Blight | +3% |
| Arcane | +27% |
| Cold | +27% |
| All | 0% |
| Darkness | +14% |
| Light | +11% |
| Temporal | +22% |
| Mind | +24% |
| Nature | +15% |
Offense: Damage Penetration
| Darkness | +10% |
| Acid | +10% |
| Mind | +10% |
| Arcane | +25% |
| Fire | +15% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 49 (60%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 63 |
| Spell Save | 59 |
| Mental Save | 60 |
Defense: Resistances
| Blight | + 40%( 70%) |
| Arcane | + 30%( 70%) |
| Cold | + 59%( 70%) |
| All | + 26%( 70%) |
| Darkness | + 37%( 70%) |
| Light | + 40%( 70%) |
| Temporal | + 42%( 70%) |
| Fire | + 40%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 60% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 15% |
| Poison Resistance | 60% |
| Knockback Resistance | 15% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: PrimalUse 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 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 82 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 instantly heal yourself for 219 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 602% 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 Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Eldritch shield | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by fire drake. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)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 Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance 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 brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Physical save: +9 (+2 eff.) Pinning immunity: +15% Knockback immunity: +15% Teleport immunity: +100% Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | brass lantern 'Getizor'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 13 fire Changes stats: +2 Wil Changes resistances: +6% fire Changes resistances penetration: +10% mind Changes damage: +9% mind Light radius: +3 See invisible: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | hardened leather cap 'Quenchpulverizer' (5 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +3% Changes resistances: +9% blight / +3% light / +6% nature / +4% all Changes damage: +6% cold Physical save: +12 (+3 eff.) Stamina each turn: +1.00 Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 A cap made of leather. |
| On hands | Firewarden (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Con Changes resistances: +9% blight / +12% fire / +5% arcane Changes resistances penetration: +15% fire Changes damage: +18% arcane Talent granted: +4 Iron Grip Physical save: +13 (+3 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +116% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 19 cooldown : Effective talent level: 3.5 Power cost: 19 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 16% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 13 power out of 25/25) : Effective talent level: 4.5 Power cost: 13 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Emeluda the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Damage when hit (Melee): 2 arcane Changes stats: +2 Cun Changes resistances: +22% temporal Changes resistances penetration: +25% arcane Changes damage: +22% temporal Maximum mana: +20.00 Rings make your fingers look great! |
| On fingers | Yviwen the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 31 Damage (Melee): 6 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 31 Damage (Ranged): 7 physical Damage when hit (Melee): 2 acid Changes stats: +3 Cun / +2 Wil Critical mult.: +15.00% Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Mindpower: +25 (+8 eff.) Mental crit. chance: +2% It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 5.5 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
| Around neck | Coalvault the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +25 (+9 eff.) Fatigue: -6% Damage when hit (Melee): 10 darkness Changes resistances penetration: +10% darkness Reduces incoming crit damage: 15.00% Life regen: +3.00 Maximum life: +60.00 Amulets make your neck look great! |
| In main hand | stralite shield of the stars (0 def, 8 armour, 48-57 power, 142.5 block)Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.5 - 57.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +142 Damage (Melee): +14 light / +13 darkness When wielded/worn: Armour: +8 Fatigue: +8% Changes stats: +5 Cun / +5 Mag Changes resistances: +15% light / +14% darkness Changes damage: +11% light / +14% darkness Talent granted: +1 Block Handheld deflection devices. |
| Around waist | Salythra Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -20% Damage when hit (Melee): 2 arcane Changes stats: +1 Mag Changes damage: +9% arcane / +3% blight Maximum encumbrance: +50 Mana each turn: +0.16 Vim when firing critical spell: +2.00 Maximum life: +34.00 A belt that goes around your waist. |
| In off hand | swashbuckler's stralite shield of shrapnel (0 def, 8 armour, 50-59 power, 145.5 block)Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 49.5 - 59.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +146 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +8 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 200 physical damage over 5 turns (1/turn) Changes stats: +8 Str / +7 Dex Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Turygas the Phlegmserpent (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 32% Changes resistances: +15% nature / +24% cold Changes resistances penetration: +25% nature / +10% acid Changes damage: +6% cold Maximum life: +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+4 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Poison immunity: +60% Disease immunity: +60% Cut immunity: +60% Life regen: +8.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
medical injector implant (efficiency 138% / cooldown 97%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 138% efficiency and cooldown mod of 97%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 158% / cooldown 60%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 158% efficiency and cooldown mod of 60%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 126% / cooldown 98%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 98%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 178% / cooldown 58%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 178% efficiency and cooldown mod of 58%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 145% / cooldown 89%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 145% efficiency and cooldown mod of 89%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 167% / cooldown 58%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 167% efficiency and cooldown mod of 58%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the sneak (heal 101; cd 10)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 instantly heal yourself for 101 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. |
healing infusion of the titan (heal 100; cd 11)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 100 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the warrior (heal 191; cd 12)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 191 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 281; 12 cd)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 281 life over 5 turns. 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. |
shatter afflictions rune of the titan (absorb 76; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 76 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 305; dur 4; cd 15)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: 15 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 305 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 42; blocks 5; dur 4; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 42 up to 5 times. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative ArmourRequires: - 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. |
schematic: Air RecyclerRequires: - 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. |
schematic: Alchemist's HelperRequires: - 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. |
schematic: Antimagic ShellRequires: - 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. |
schematic: Armour ReinforcementRequires: - 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. |
2 schematic: Back SupportRequires: - 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. |
schematic: Corrosive ShellRequires: - 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. |
3 schematic: Crystal PlatingRequires: - 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. |
2 schematic: Deflection FieldRequires: - 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. |
3 schematic: Explosive ShellRequires: - 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. |
schematic: Fiery SalveRequires: - 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. |
2 schematic: Fireproof CoatingRequires: - 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. |
schematic: Flash PowderRequires: - 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. |
2 schematic: Focus LensRequires: - 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. |
schematic: Frost SalveRequires: - 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. |
schematic: Grounding StrapRequires: - 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. |
2 schematic: HeadlampRequires: - 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. |
schematic: Hook ShellRequires: - 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. |
schematic: Incendiary GrooveRequires: - 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. |
schematic: Iron GripRequires: - 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. |
schematic: Lightning CoilRequires: - 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. |
2 schematic: Mana CoilRequires: - 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. |
schematic: Mental StimulatorRequires: - 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. |
2 schematic: Pain Suppressor SalveRequires: - 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. |
3 schematic: Poison GrooveRequires: - 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. |
schematic: Power DistributorRequires: - 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. |
4 schematic: Razor EdgeRequires: - 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. |
3 schematic: Rocket BootsRequires: - 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. |
schematic: Saw ProjectorRequires: - 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. |
2 schematic: Second SkinRequires: - 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. |
3 schematic: Shocking TouchRequires: - 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. |
schematic: Solid ShellRequires: - 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. |
3 schematic: Spike AttachmentRequires: - 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. |
2 schematic: Spring GrappleRequires: - 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. |
schematic: SteamgunRequires: - 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. |
2 schematic: SteamsawRequires: - 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. |
schematic: Toxic Cannister LauncherRequires: - 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. |
3 schematic: Unstoppable Force SalveRequires: - 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. |
2 schematic: Viral NeedlegunRequires: - 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. |
schematic: Voltaic ShellRequires: - 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. |
3 schematic: Water SalveRequires: - 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. |
schematic: Waterproof CoatingRequires: - 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. |
Taint of Purging (5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
GrinihekCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +11 Changes stats: +2 Mag Critical mult.: +12.00% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +100.00 Spellpower: +10 (+3 eff.) Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Infernoquarry the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Dex / +2 Mag / +3 Wil / +3 Con Changes resistances: +3% fire Light radius: +3 Amulets make your neck look great! |
Siliba the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +4 Defense: +16 (+6 eff.) Changes stats: +4 Wil / +2 Cun / +10 Lck Changes resistances: +13% light / +13% darkness Changes resistances cap: +3% all Physical save: +12 (+3 eff.) Blindness immunity: +25% Mental crit. chance: +3% Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
Wretchtorrent the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +5% arcane / +3% cold Changes resistances penetration: +10% nature Changes damage: +3% nature Talent mastery: +0.13 Spell / Earth Amulets make your neck look great! |
copper amulet 'Blazestun'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +12% acid / +9% lightning Changes damage: +6% mind Cut immunity: +50% Equilibrium when hit: +0.08 Maximum psi: +10.00 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 22 cooldown : Effective talent level: 4.5 Power cost: 22 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 384 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper amulet 'Kindlebile'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Con Changes resistances: +6% light Changes damage: +3% light / +3% nature Physical save: +7 (+2 eff.) Life regen: +2.00 Equilibrium when hit: +0.24 Psi when hit: +0.08 Maximum life: +35.00 Amulets make your neck look great! |
Bethaldatha the NaturevaultCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Damage when hit (Melee): 2 lightning Changes stats: +4 Cun / +6 Wil Changes resistances: +15% nature Changes resistances penetration: +5% nature Changes damage: +3% lightning Mental save: +21 (+5 eff.) Confusion immunity: +40% Rings make your fingers look great! |
Gadhenne the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +1% physical / +22% darkness / +3% mind Changes damage: +11% darkness Spell save: +12 (+3 eff.) Pinning immunity: +10% Maximum life: +40.00 Rings make your fingers look great! |
GreentrencherInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 32% Damage when hit (Melee): 2 acid Changes resistances: +6% lightning Changes resistances penetration: +25% nature / +20% acid Changes damage: +18% acid Mental save: +8 (+2 eff.) Confusion immunity: +32% Rings make your fingers look great! |
Haloromilar the SingeraiderCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 fire Changes resistances: +9% light Changes resistances penetration: +15% acid Changes damage: +9% fire Spell save: +9 (+3 eff.) Disarm immunity: +23% Pinning immunity: +24% Knockback immunity: +23% Maximum life: +25.00 Rings make your fingers look great! |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
MyzorPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% acid / +3% temporal Disease immunity: +10% Silence immunity: +20% Mana each turn: +0.11 Light radius: +2 Rings make your fingers look great! |
Polariatira the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +8% blight / +21% cold / +7% nature / +5% arcane Physical save: +9 (+2 eff.) Poison immunity: +19% Disease immunity: +15% Light radius: +3 Rings make your fingers look great! |
RavenfiendPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Damage when hit (Melee): 2 darkness Changes stats: +5 Cun / +4 Wil Changes resistances: +24% light Changes damage: +24% light / +3% darkness Spellpower: +6 (+2 eff.) Mindpower: +11 (+4 eff.) Rings make your fingers look great! |
Rimereeve the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% blight / +3% fire / +6% nature / +12% darkness Changes damage: +6% mind / +9% cold Mental save: +8 (+2 eff.) Confusion immunity: +23% Rings make your fingers look great! |
StrikemoonCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 32% * 20% chance to reduce all saves and defense by 31 Damage when hit (Melee): 10 mind / 4 lightning Changes resistances: +6% lightning Changes damage: +9% lightning / +12% acid Disarm immunity: +29% Pinning immunity: +25% Knockback immunity: +28% Maximum life: +32.00 Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Xerutira the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% lightning Disease immunity: +10% Stun/Freeze immunity: +22% Life regen: +2.00 Light radius: +2 Rings make your fingers look great! |
copper ring 'Demonsquall'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 25% Damage when hit (Melee): 4 arcane Changes resistances: +24% darkness Changes resistances penetration: +10% arcane Changes damage: +12% darkness / +12% arcane Rings make your fingers look great! |
copper ring 'Gekor'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +2 Cun / +5 Con Changes resistances penetration: +15% blight Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +3% Rings make your fingers look great! |
copper ring 'Skywrecker'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +6 Dex / +4 Con Changes damage: +6% lightning / +9% physical Critical mult.: +10.00% Physical save: +8 (+2 eff.) Stamina each turn: +2.00 Psi when hit: +0.16 Only die when reaching: -20.00 life Rings make your fingers look great! |
marksman's steel ring of corrosion (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances: +24% acid Changes damage: +12% acid Rings make your fingers look great! |
mule's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Disarm immunity: +24% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +24.00 Rings make your fingers look great! |
mule's steel ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes resistances: +20% cold Changes damage: +10% cold Maximum encumbrance: +20 Rings make your fingers look great! |
steel ring 'Eilinotta'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +5 Str / +6 Dex / +3 Wil / +7 Con Infravision radius: +2 Rings make your fingers look great! |
steel ring 'Zivon'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +13 (+5 eff.) Armour penetration: +7 Physical crit. chance: +2.0% Armour: +8 Defense: +9 (+3 eff.) Damage when hit (Melee): 6 physical Changes stats: +2 Str Changes resistances: +20% nature Changes damage: +10% nature It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 3.5 Power cost: 7 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! |
This item will automatically be transmogrified when you leave the level.Greenstalker (60-89 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.5 - 89.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +12 nature / +12 arcane Damage (radius 2) on crit: +63 acid / +124 fire / +17 nature When wielded/worn: Armour penetration: +28 Physical crit. chance: +16.0% Damage when hit (Melee): 2 nature Changes resistances: +9% nature Changes resistances penetration: +31% acid / +24% fire / +24% nature Changes damage: +9% nature Critical mult.: +31.00% Global speed: +10% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Blindbraid (27-35 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +18.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage When wielded/worn: Damage when hit (Melee): 6 physical Changes stats: +9 Con Changes damage: +9% light Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.balanced stralite dagger of disruption (28-36 power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +17% Unnatural When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +8 (+3 eff.) Disarm immunity: +32% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking stralite dagger of rage (26-34 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.5 - 34.5 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +22 (+8 eff.) Armour penetration: +12 Changes stats: +5 Str Changes resistances penetration: +10% physical Changes damage: +9% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Manuharakor the Hellvenom (35-49 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +16 darkness Damage against: +13% Living When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +15% temporal / +12% light / +15% blight / +9% fire / +5% arcane Changes damage: +6% fire Blunt and deadly. |
gifted thorny mindstar of storms (9-10 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 6 lightning Changes stats: +2 Str / +2 Dex / +1 Mag / +3 Wil / +1 Cun / +1 Con Changes resistances: +6% lightning Changes resistances penetration: +7% lightning Changes damage: +9% lightning Talent granted: +1 Attune Mindstar Mindpower: +11 (+4 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.pulsing mindstar 'Zudir' (12-13 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +16 arcane When wielded/worn: Damage (Melee): 11 mind / 9 darkness Damage when hit (Melee): 6 arcane Changes stats: +3 Cun / +8 Str Changes resistances: +5% arcane Changes damage: +8% mind / +9% darkness Talent granted: +1 Attune Mindstar Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Light radius: +2 See invisible: +6 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. |
thorny mindstar 'Yvudata' (12-14 power, 26 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 12.5 - 13.8 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: +26 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Changes stats: +4 Cun / +2 Con Changes damage: +8% mind Talent granted: +1 Attune Mindstar Critical mult.: +13.00% Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Stamina each turn: +2.00 Equilibrium when hit: +0.90 Psi when firing a critical mind attack: +2.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +7% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Frigidwaker the elven-wood magestaff (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +42 (+14 eff.) Changes damage: +25% arcane / +12% cold Talent granted: +1 Command Staff Physical save: +9 (+2 eff.) Cut immunity: +20% Life regen: +4.00 Only die when reaching: -40.00 life Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 3.5 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 128.70 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.living stralite steamsaw of ruin (32-47 power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 31.5 - 47.2 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +68 Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +12 nature When wielded/worn: Armour penetration: +5 Physical crit. chance: +8.0% Armour: +5 Defense: +8 (+3 eff.) Fatigue: +10% Changes resistances: +13% nature / +13% blight Talent granted: +2 Block Critical mult.: +17.00% Maximum life: +36.00 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! |
Radhileg the Rimesorrow (12-18 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +6 Con / +7 Wil Changes resistances: +3% blight / +3% temporal / +5% arcane / +6% cold Teleport immunity: +10% Maximum life: +24.00 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Voidwalker (19-27 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% 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) When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes resistances: +21% fire / +3% darkness / +5% arcane Changes resistances penetration: +20% physical Reduces incoming crit damage: 15.00% Disease immunity: +20% Maximum stamina: +30.00 One-handed war axes. |
Erelimabar the SmoldermasterInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +9 (+3 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +3% physical Changes resistances penetration: +10% fire Critical mult.: +20.00% Physical save: +8 (+2 eff.) Size category: +1 A belt that goes around your waist. |
nightruned rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight / +5% light / +5% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Unryleg'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +5 Cun / +1 Str Changes resistances: +7% lightning / +6% temporal / +5% arcane Changes damage: +6% physical Reduces incoming crit damage: 5.00% Spell save: +6 (+2 eff.) See invisible: +3 A belt that goes around your waist. |
Demoncrypt of the Blightspawn (10 def, 10 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +10 Defense: +10 (+4 eff.) Effects when hit in melee: * 25% chance to reduce strength, dexterity, and constitution by 22 * 24% chance to reduce damage dealt by 25% Changes stats: +3 Str / +3 Dex / +3 Con Changes resistances: +2% physical / +12% darkness / +16% cold Changes resistances penetration: +10% physical Talent mastery: +0.30 Technique / Combat training Physical save: +17 (+4 eff.) Spell save: +18 (+5 eff.) Mental save: +18 (+4 eff.) Stamina each turn: +0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Liseriwyn the Stormgash (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Con Changes resistances: +3% lightning / +9% mind Changes damage: +18% mind Reduces incoming crit damage: 5.00% Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe 'Rootsteel' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 59% Damage when hit (Melee): 8 nature Changes resistances: +9% blight / +19% fire / +22% cold / +11% all Changes damage: +6% arcane / +15% cold / +6% nature / +13% fire Life regen: +2.60 Maximum life: +46.00 Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of dwarven-steel boots 'Hellsresolve' (7 def, 8 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Defense: +7 (+3 eff.) Fatigue: -4% Changes stats: +3 Str Changes resistances: +2% physical Changes resistances penetration: +10% fire Stamina each turn: +0.50 Only die when reaching: -40.00 life Maximum life: +41.00 Infravision radius: +2 Movement speed: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 19 cooldown : Effective talent level: 4.5 Power cost: 19 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 24% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Delirain' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Dex / +3 Wil / +10 Cun Mental save: +12 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 15/15. 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glorulle the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 10 blight Changes stats: +2 Wil Changes resistances: +7% blight Changes resistances penetration: +25% arcane Changes damage: +8% blight / +18% temporal Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +10 (+3 eff.) 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. |
This item will automatically be transmogrified when you leave the level.scouring voratun gauntlets (0 def, 3 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects when hit in melee: * 19 arcane resource burn Spell save: +15 (+4 eff.) 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. |
Breezevenom (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% acid / +13% cold / +5% arcane / +9% fire Changes damage: +3% nature Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gamavon the Tempestradiance (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 lightning Changes stats: +7 Str / +7 Wil / +4 Cun Changes resistances: +7% blight Mental save: +5 (+1 eff.) Mindpower: +5 (+2 eff.) Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Porerathra the Freezespire (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +3 Fatigue: +1% Changes stats: +1 Str / +1 Con Changes resistances penetration: +5% cold Only die when reaching: -80.00 life Infravision radius: +2 A cap made of leather. |
Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
This item will automatically be transmogrified when you leave the level.thaloren dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Wil Changes resistances: +8% blight Mental save: +7 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.fortifying stralite mail armour of the deep (4 def, 11 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +11 Defense: +4 (+2 eff.) Fatigue: +12% Changes stats: +4 Str / +5 Con Changes resistances: +11% acid / +10% cold Allows you to breathe in: water Maximum life: +62.00 A suit of armour made of mail. |
Earunarizor (9 def, 6 armour)Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +2 Str / +4 Wil / +5 Cun / +5 Con Changes resistances: +8% mind Mental save: +18 (+4 eff.) Light radius: +3 A suit of armour made of leather. |
Samuhor (9 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +21% lightning / +18% acid Changes resistances penetration: +5% blight Changes damage: +12% blight Maximum mana: +80.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening drakeskin leather armour of the deep (20 def, 13 armour) Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +13 Defense: +20 (+7 eff.) Fatigue: +8% Changes stats: +7 Cun / +6 Wil Changes resistances: +11% acid / +7% cold Allows you to breathe in: water Mental save: +10 (+2 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating drakeskin leather armour of the deep (20 def, 12 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +12 Defense: +20 (+7 eff.) Fatigue: +8% Changes resistances: +12% acid / +9% cold Allows you to breathe in: water Life regen: +5.70 Stamina each turn: +1.20 A suit of armour made of leather. |
dwarven-steel shield 'Blindmaim' (0 def, 6 armour, 31-37 power, 83.5 block)Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.0 - 37.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +84 On weapon hit: * 20% chance to slow global speed by 59% Damage (radius 1) on hit: +4 darkness When wielded/worn: Armour: +6 Fatigue: +8% Damage when hit (Melee): 8 darkness Changes resistances: +20% cold Changes resistances penetration: +10% darkness / +25% nature Talent granted: +1 Block Handheld deflection devices. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
169 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Cyryssra the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +1 Cun / +1 Str Poison immunity: +10% Cut immunity: +10% Pinning immunity: +20% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(121 power, based on Willpower) Activation costs 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
2 Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) 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. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 114% of the healing done. This effect scales with your Magic stat. Activation costs 47 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 126 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
dwarven steel armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Armour: +3 Armour Hardiness: +20% Fatigue: +3% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel gripPowered 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! |
iron armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Armour: +1 Armour Hardiness: +20% Fatigue: +5% Tinkers can be attached to normal items to improve them with steam power! |
powerful air recyclerPowered 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! |
powerful second skinPowered 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! |
stralite mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Changes stats: +8 Cun Mental save: +12 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
Shockglory [power 180] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Str / +8 Con Changes damage: +21% lightning Equilibrium when hit: +0.08 Light radius: +3 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 180 physical damage Activation puts all charms on cooldown for 10 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of gale force 'Prismspawner' [power 225] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour penetration: +2 Defense: +20 (+7 eff.) Changes stats: +4 Con Changes resistances: +9% light Changes damage: +9% light Light radius: +2 It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 225 physical damage Activation puts all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
Aeryta the Deepsstriker [power 284] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +15% light / +6% darkness Changes resistances penetration: +5% darkness Critical mult.: +10.00% Spell save: +3 (+1 eff.) Stun/Freeze immunity: +20% Teleport immunity: +20% It can be used to heal yourself and all friendly characters within 10 spaces for 284 Activation puts all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
focusing yew totem of healing [power 254] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 254 Activation puts all charms on cooldown for 10 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Crackledream the yew wand of shielding [power 260] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +20 (+7 eff.) Changes stats: +2 Str Changes resistances: +15% lightning / +1% physical Maximum wards: +4 lightning / +4 cold / +4 acid / +3 fire Talent granted: +1 Ward Critical mult.: +10.00% Stamina each turn: +3.00 It can be used to create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ebonybait the dragonbone wand of lightning storm [power 452] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 25% Changes resistances: +3% darkness / +10% blight Changes resistances penetration: +15% cold Changes damage: +12% darkness / +6% cold It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 90 lightning damage and will be dazed for 1 turn (451 total damage) Activation puts all charms on cooldown for 10 turns. When used: * Increase the duration of 2 beneficial effects by 2. * Increase all damage by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. It was hardened by the digestive sack. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Fleet Admiral Gigafeed the Dwarf Stone Warden level 17
9th Dearth 122nd year of Ascendancy at 15:32 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Fleet Admiral Gigafeed the Dwarf Stone Warden level 34
13rd Gold 123rd year of Ascendancy at 14:01 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Fleet Admiral Gigafeed the Dwarf Stone Warden level 23
19th Shortage 122nd year of Ascendancy at 01:14 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Fleet Admiral Gigafeed the Dwarf Stone Warden level 33
44th Steel 123rd year of Ascendancy at 06:56 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Fleet Admiral Gigafeed the Dwarf Stone Warden level 32
25th Steel 123rd year of Ascendancy at 00:09 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Fleet Admiral Gigafeed the Dwarf Stone Warden level 10
5th Profit 122nd year of Ascendancy at 23:59 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Fleet Admiral Gigafeed the Dwarf Stone Warden level 20
35th Dearth 122nd year of Ascendancy at 09:54 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Fleet Admiral Gigafeed the Dwarf Stone Warden level 30
15th Iron 123rd year of Ascendancy at 03:57 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Fleet Admiral Gigafeed the Dwarf Stone Warden level 22
5th Shortage 122nd year of Ascendancy at 11:08 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Fleet Admiral Gigafeed the Dwarf Stone Warden level 32
42nd Steel 123rd year of Ascendancy at 22:42 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Fleet Admiral Gigafeed the Dwarf Stone Warden level 25
24th Shortage 122nd year of Ascendancy at 21:16 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Fleet Admiral Gigafeed the Dwarf Stone Warden level 5
18th Voratun 122nd year of Ascendancy at 19:50 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Fleet Admiral Gigafeed the Dwarf Stone Warden level 8
2nd Profit 122nd year of Ascendancy at 17:39 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Fleet Admiral Gigafeed the Dwarf Stone Warden level 33
6th Gold 123rd year of Ascendancy at 06:53 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Fleet Admiral Gigafeed the Dwarf Stone Warden level 8
3rd Acquisition 122nd year of Ascendancy at 17:09 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Fleet Admiral Gigafeed the Dwarf Stone Warden level 29
14th Iron 123rd year of Ascendancy at 09:45 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Fleet Admiral Gigafeed the Dwarf Stone Warden level 25
23rd Shortage 122nd year of Ascendancy at 22:59 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Fleet Admiral Gigafeed the Dwarf Stone Warden level 16
19th Wealth 122nd year of Ascendancy at 12:33 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Fleet Admiral Gigafeed the Dwarf Stone Warden level 32
43rd Steel 123rd year of Ascendancy at 13:03 see stats
Log
Xema the armoured skeleton warrior speeds up.
Betyth the king cobra stops bleeding.
Betyth the king cobra summons a Minotaur!
Gloralralaith the venom drake stops bleeding.
Gloralralaith the venom drake shares damage with his oozes!
Poison from Bloated ooze hits Betyth the king cobra for 1 nature damage.
Stone Vine from Fleet Admiral Gigafeed hits Betyth the king cobra for 58 nature, 40 arcane (98 total damage).
Stone Vine from Fleet Admiral Gigafeed hits Salydata the brown bear for 50 nature, 40 arcane (90 total damage).
Stone Vine from Fleet Admiral Gigafeed hits Fox for 58 nature, 40 arcane (98 total damage).
Stone Vine from Fleet Admiral Gigafeed hits Gloralralaith the venom drake for 18 nature, 12 arcane (30 total damage).
Mindrot hits Fleet Admiral Gigafeed for 15 mind, 11 darkness (26 total damage).
Gloralralaith the Venom Drake's mucus ooze uses Slime Spit.
Gloralralaith the Venom Drake's mucus ooze hits Fleet Admiral Gigafeed for 31 nature damage.
Fleet Admiral Gigafeed instinctively hardens his skin and ignores the attack!
Fleet Admiral Gigafeed repels an attack from Stone golem.
Gloralralaith the venom drake's healing nature area effect hits Fleet Admiral Gigafeed for (26 flat reduction), 0 nature (0 total damage).
Fleet Admiral Gigafeed's ability to fight has recovered.
Xema the armoured skeleton warrior is seized by a stone vine.
Fleet Admiral Gigafeed uses Infusion: Movement.
Fleet Admiral Gigafeed is moving at extreme speed!
Betyth the king cobra summons a Ritch Flamespitter!
Betyth the king cobra's mind surges with critical power!
Betyth the king cobra's mind surges with critical power!
Fleet Admiral Gigafeed becomes more vulnerable to fire.
Gloralralaith the venom drake uses Acidbeam.
Gloralralaith the venom drake's mind surges with critical power!
Gloralralaith the venom drake hits Fleet Admiral Gigafeed for (31 flat reduction), 352 acid (352 total damage).
Fleet Admiral Gigafeed the level 35 dwarf stone warden was corroded to death by Gloralralaith the venom drake on level 1 of Noxious Caldera.
































































































































